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The Future of Real-Time Graphics

Bender writes "This article lays out nicely the current state of real-time computer graphics. It explains how movie-class CG will soon be possible on relatively inexpensive consumer graphics cards, considers the new 'datatype rich' graphics chips (R300 and NV30), and provides a context for the debate shaping up over high-level shading languages in OpenGL 2.0 and DirectX 9. Worth reading if you want to know where real-time graphics is heading."

250 comments

  1. I just want a realtime graphic overlay by puff-d-dwaggie · · Score: 1

    on my heads up display sunglasses that shows ip addresses of the other people walking around me!

    So we all have to have portable gargoyle type computer rigs on..
    FP?

    Puff

    1. Re:I just want a realtime graphic overlay by alandrums · · Score: 1

      hehe, sounds good to me ... wearable computers, oh yeah ... instant messaging people that are right next to you, well, i don't know about that one. it'd do wonders for the shy ones, but people might never speak again.

  2. I remember a time when computers by Anonymous Coward · · Score: 1, Funny

    where supposed to show us new worlds. Now it's all about showing us the real world?

    I'll just look out my window, thanks.

  3. Yesterday by coryboehne · · Score: 4, Insightful

    Ahhh it seems like only yesterday I was sooo impressed by mario, blocky graphics and plain colors with no frills really. Then I was impressed by doom, 3-d, awesome action, multi-player, toystory-animated movie? WOW! Final Fantasy-Good animated movie! double WOW! Now what next? The way things advance today it really is getting hard to tell real world film scenes from CG stuff, I just watched lord of the rings and it really is hard to tell real from CG, now with the hardware getting cheaper and software becoming more advanced what was only a fantastic dream in the 80's, a big movie corp with render farm only dream in the 90's is now becoming possible for the home user. Don't know about you, but I'm still impressed, and I can't wait to see what is just over the horizon.

    1. Re:Yesterday by Quixadhal · · Score: 5, Funny

      Step 1: Fully computer generated GOLF tournament. This may have already happened, and the public would be none the wiser.

      Step 2: Fully computer generated and scripted soap-opera. This may have already happened, and the public would be none the wiser.

      Step 3: Fully computer generated, scripted, and supported news broadcast with physical evidence fabricated by "unnamed agencies" as needed. This may have already happened, and the public would be none the wiser.

      Step 4: Greetings citizen. Please place your tongue on the screen for clearance level verification.

    2. Re:Yesterday by Anonymous Coward · · Score: 0

      Isn't it time etoy put out a reward for first CGI segment to be snuck into a news programme ?

    3. Re:Yesterday by Anonymous Coward · · Score: 0

      Step Five: Profit!

    4. Re:Yesterday by Graff · · Score: 1
      Step 4: Greetings citizen. Please place your tongue on the screen for clearance level verification.
      Step 5: *ka-zap!* I'm sorry citizen, this information terminal is not for use by your security clearance level. You are in direct violation of standing order zz-alpha-z119, part 412qz. You are instructed to terminate yourself immediately. Have a nice day.

    5. Re:Yesterday by sysadmn · · Score: 1
      Step 1: Fully computer generated GOLF tournament. This may have already happened, and the public would be none the wiser.
      Who would care?
      --
      Envy my 5 digit Slashdot User ID!
  4. Just thinking about it makes me ill. by Kenja · · Score: 2, Interesting

    Just a few more years and the transition to featureless games with cool graphics but no game play will be complete.

    It's already at the point where the graphics department in a game house can be larger then the development team.

    --

    "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    1. Re:Just thinking about it makes me ill. by zwoelfk · · Score: 4, Interesting

      hell, I wish that were true! where do -you- work?

      I can only speak for consoles, but there have been some interesting developments over the last five years or so...

      1. Knowledge prerequisite for engine development has gone up, not down, as was previously thought (hoped?) Some people had thought that with the latest generation of h/w (XBox, PS2, Gamecube) that more programmers would be able to work on the graphics-end (XBox because of DirectX -- PS2 well, because they didn't know any better). But just like on the previous generation of h/w although we don't have to do some of the lower level tasks anymore (s/w render, perspective correction, blah blah) more complex tasks are required for the latest games. I think everyone's hoping (again) that this will change in the -next- generation (e.g. send 3DMax/Maya file to hardware! yeah, right.). maybe. we'll see...

      2. The ever-increasing (and always lamented) trend of h/w shy programmers has (maybe?) kept the graphics engine teams small. It still is very common to have one or two man teams building the engine. For example, we have two engine programmers (working on different engines on different platforms) and about 25 on titles. Based on other companies I've been at or seen, this isn't really unusual. If you meant artists (by "graphics department") then yes, there is clearly a trend for having more artists than any other role.

      3. Game teams are not oblivious to the severe lack of quality gameplay. Publishers aren't either (really!) ...but as always it's an issue of cost/market/etc. Game development is big business now, it's not a make-something-fun-and-sell-it-in-a-ziplock-bag industry anymore.

      4. Unfortunately, the idea of "game designer" as a profession (outside of a few notable individuals) has been historically ridiculed. It's been ranked with "tester" and "your mom" as far as development teams were/are concerned. However, even though only a small percentage of development houses (still!) recognize "game designer" as a legitimite role, one of the most promising trends has been (perhaps out of necessity?) the steady increase in them. -That- is good news. Basically, more places have someone in charge of "fun."

      It'll get better. Probably.

    2. Re:Just thinking about it makes me ill. by moronga · · Score: 1, Offtopic

      Just a few more years and the transition to featureless games with cool graphics but no game play will be complete.

      I always think the same thing when I play Mario 64, Zelda: OoT, Metal Gear Solid, Vagrant Story, Neverwinter Nights, Pikmin, Final Fantasy [whatever], Klonoa, Gunvalkyrie, Gran Turismo, or Resident Evil.

      And don't get me started on Warcraft III. That actually requires you to *think*. What's up with that? Give me gameplay, dammit, not a frickin' math test.

    3. Re:Just thinking about it makes me ill. by Anonymous Coward · · Score: 1, Funny
      ...when I play Mario 64, Zelda: OoT, Metal Gear Solid, Vagrant Story, Neverwinter Nights, Pikmin, Final Fantasy [whatever], Klonoa, Gunvalkyrie, Gran Turismo, or Resident Evil...

      Whereas the games you like are ... ?

    4. Re:Just thinking about it makes me ill. by AltaMannen · · Score: 1

      What? what was the hope with the newer machines was that fewer programmers would be needed with the rendering programming and most programmers would be working on pushing the game instead of the art, which really should be the job of artists. Instead a lot of programmers get tied up with rendering...

      Why would you want to load 3dsmax and maya files onto the consoles? Isn't it better to integrate and work with the model on both pc and console?

      Game Designer is a very valid profession but it is a position wedged inbetween Art Director, Producer, Assistant Producer, Level Builder, VP of R&D, etc. plus artists and programmers who traditionally and by their own creative desire wants to take part in the process of bringing the game further. I know a few good game designers who keep their jobs over time and I know many want-to-be designers who have little valuable skill other than testing games and who sometimes leave the industry or become junior artists. Well, that and the fact that developers don't have fair budgets to allow for designers to stay on as full time designers...

    5. Re:Just thinking about it makes me ill. by enden · · Score: 1

      Must be one hell of a game, then.

      I remember when people used to take dramamine when they got motion sickness playing Doom and the like. Now the graphics are so real, people get sick just thinking about the damn graphics.

    6. Re:Just thinking about it makes me ill. by CableModemSniper · · Score: 3, Interesting

      There is an upside to this. Eventually we will reach the point where its impossible for graphics to get better (ie indistinguishble from a photo of the real thing, or maybe vr or something). At that point when there are no more innovations to be made in graphics the game companies will have to, in order to sell games, concentrate on, yep you guessed it, game play.

      --
      Why not fork?
    7. Re:Just thinking about it makes me ill. by phong3d · · Score: 2

      I'm pretty sure he was being sarcastic, although he could be a really big fan of Night Trap.

    8. Re:Just thinking about it makes me ill. by zwoelfk · · Score: 1

      "...that fewer programmers would be needed with the rendering programming..."

      You're right. I wasn't clear. My impression of what people were expecting was that the h/w would be easy enough that more programmers could directly use it. (i.e. Game programmers would be using h/w level API rather than an "engine")

      I have absolutely no desire to load big clunky files into h/w. That would be terrible, and I'd probably just find something else to work on. I was just making the point that the expectation is that engine programmers are going to be cut out of the loop at some point in the "future." I happen to disagree, though (My tone wasn't reading through?)

      And, yes! Game designer is incredibly valid and important. I'm glad more people think so. But there are very few good ones (so far...) and the title has a bad reputation so it's a slow process to get teams to accept the need.

      I'd like to point out (to everyone else) that you distinguished between "level builder" and "game designer." Which is how is should be. But part of the problem is that plenty of people (producers?) can't tell the difference.

    9. Re:Just thinking about it makes me ill. by TheTrunkDr. · · Score: 1

      A good game designer is a huge asset and there are very few that are truly good, the problem is on most projects there isn't a need for a full time game designer, and if the person doesn't have any additional skills they aren't likely to be hired. Many companies are starting to include everyone on the team in the game design process, programmers and artists, this makes sense in some ways. Different people have a different idea of what a 'fun' game should be like, pleasing everyone (or almost everyone) on the dev team means you're that much more likely to please the customers as well, and believe me it's very satisfying having your ideas put into a game. I'm a game programmer myself, and I've been in several situations (IGDA meetings for example) where there are tons of people who want to get into the business, the first thing out of most of their mouths 'I have a great idea for a game!' the first thing out of my mouth (not like what I say matters but my boss asks the same thing) 'what can you do to contribute to the development?' most people stand there with a dumb look on their face. You are right in that the title 'game designer' doesn't mean much, and unless someone was working on several titles at once I wouldn't bat an eye at anyone who calls themselves STRICTLY a game designer. Here's a tip to everyone who has an idea for a game, get yourself some skills that a game development team can actually use get a job, work on a few titles, then talk to management about getting your game done, nobody is going to listen to you without some experience!

      --

      Good things never end "eum" they end in "MANIA" or "teria"

    10. Re:Just thinking about it makes me ill. by Anonymous Coward · · Score: 0

      The parent is fucking interesting? Godamn, this same shit has already been posted about a billion fucking times whenever something about graphics comes up. Must be a moderator from Europe, where all the dumbfuck socialists live.

    11. Re:Just thinking about it makes me ill. by EvlG · · Score: 2

      IMO the project needs to be full of full-time designers.

      How else do you ensure original, innovative gameplay?

      You need a team of game designers formulating ideas for how the game should play, and then executing those ideas.

      Programmers and artists are just the vehicles by which the designer achieves his vision.

  5. Triumphant Return by x311 · · Score: 1

    And I suppose Trident will be the ones to lead the charge with their recent resurgence into the graphics card making arena.

  6. An intereting switch by digitallis · · Score: 1

    Personally, I'm waiting for the amusing day when the graphics card in my machine is more powerful than the 'main' processor. Would we then consider the 'processor' to be the GLU and the rest is just the support chipset?

    Heads up Intel!

    1. Re:An intereting switch by Anonymous Coward · · Score: 1, Informative

      Already has happened. I remember in the 80s when the hot CAD workstation setup was a 386-20 with a TMS34010 driven EGA(yes, this was pre-VGA) card. The 34010 was a 32 bit processor running at (IIRC) 66Mhz vs the 32-bit 20Mhz CPU.

    2. Re:An intereting switch by snatchitup · · Score: 1

      This has arguably happened but you get into the debate of which is better, CISC or RISC because the graphics processors are typically RISC / ARM THUMB, which is Advanced Risc, and also Super-Scaler in that all the registers are completely general purpose. The THUMB thing is a way of cramming a binary excutable in less than 32 bits on a 32 bit architecture. Why use up all that wasted space? So, multiple instructions per Word of program memmory was reality.

      Not to mention Harvard achitecture vs. Von Neuman.

      I worked for a company that built specially designed handheld Pen-based PC's and the last prototype we developed ran totally off a display card. It had an ARM chip that kicked ass and increased battery life immensely.

    3. Re:An intereting switch by CausticPuppy · · Score: 2

      I'm waiting for the amusing day when the graphics card in my machine is more powerful than the 'main' processor.

      They already have been, for several years now (otherwise why even bother?)
      But we're only talking about certain types of operations, which obviously run much faster on specialized processors rather than general-purpose cpu's. But if you use the number of transistors as a basis of comparison, well the R300 has twice as many transistors as a Pentium-4 chip.

      --
      -CausticPuppy "Of all the people I know, you're certainly one of them." -Somebody I don't know
    4. Re:An intereting switch by Anonymous Coward · · Score: 0

      Well, this has happened for ages, but the price range of such systems has dropped over time.

      I have a SGI Personal IRIS from late eighties - a cool 3D workstation. It's a second generation SGI design - effectively all outside the actual graphics subsystem (with 24 MB of dedicated memory and several large custom ASICs) is there to pump data in it. Actual design is quite strange - the graphics subsystem is actually a first-generation SGI workstation with Motorola 68k ('30 I guess) CPU, which is controlled by the "main" CPU, MIPS R3000. It is trivial to see where graphics acceleration starts and where it ends - without it, the X server would be unbearable. A pretty interesting toy, I must admit.

      I'm still looking forward to get one of those Symbolics LISP machines to my collection of interesting hardware...

  7. this article looks Familiar by krog · · Score: 0, Offtopic

    http://slashdot.org/article.pl?sid=02/08/11/157207 &mode=thread&tid=126

    same shit, different day. every time a /. article is repeated, God clubs a baby seal with an angel's lost wings.

    1. Re:this article looks Familiar by Anonymous Coward · · Score: 0

      The old article discusses the implications of the faster and faster graphic cards on hollywood productions, whereas the new atricle is a survey on the curent and near future state of 3d-cards. IMHO this are two entirely different subjects.

    2. Re:this article looks Familiar by Anonymous Coward · · Score: 0

      And along with the same shit comes this same old post.

      You know, there are those of us who don't read EVERY single article on slashdot, and post's like yours are actually more annoying to see here.

  8. just hope that PS3 has OpenGL 2.0 clean by johnjones · · Score: 2

    I am hopeing that the Playstation 3 has OpenGL 2.0 interface

    it does not have to have the legacy stuff that a full OpenGL 2.0 has to have just all the cleaned up interfaces

    now that would be cool

    reddering stuff on my playstation !

    regards

    John Jones

    1. Re:just hope that PS3 has OpenGL 2.0 clean by cbodine · · Score: 0

      I hope sony gets its head out of the dirt about the video technology they put into the PS3, I have seen no good games for PS2 and I have seen plenty of good looking games on the Gamecube ,cough cough, and the X-Box. I am sorry but until they understand that people are first impressed with the look then the game they will get more sales. But what di I know? of course the is IMHO. Until we get higher res renderings I am sorry but 480 lines of detail is still to little , and start making the next next generation platforms so they can do more the 640 X 480 I don't see it going far. So big deal you can play some realtime animation from tron on a PS3 big deal if it is only 320 X 240 play it at 640 X 480 and then you are talking.

      --
      Dr. Suess: 'Gandalf, Gandalf! Take the ring! I am too small to carry this thing!' 'I can not, will not hold the One.
    2. Re:just hope that PS3 has OpenGL 2.0 clean by entrager · · Score: 1

      You can already do this. Pick up a Linux kit for your PS2. It comes with an implementation of Mesa. It's not 100%, but it works rather well.

    3. Re:just hope that PS3 has OpenGL 2.0 clean by Anonymous Coward · · Score: 0

      They finished the 2.0 spec? Ack! Where was I?

  9. They forgot to mention... by symbolic · · Score: 2


    That the comparison do Pixar-style in real time might be inaccurate...especially when considering the 1.2 million computer hours. How does the equation change when you consider the resolution used for each animated frame (of Toy Story), and resolutions that are common in the gaming arena?

    1. Re:They forgot to mention... by cmcguffin · · Score: 3, Informative

      > How does the equation change when you consider the resolution used for each animated frame (of Toy Story), and resolutions that are common in the gaming arena?

      Not a lot.

      Toy Story was rendered at approx 1536 x 922, only 8% more pixels than 1280 x 1024.

    2. Re:They forgot to mention... by imta11 · · Score: 1

      ...and it was on old hardware. 1.2 million computer hours on what hardware? Baseline it and then convert to modern hardware to discuss how probable/improbable it will be in a year.

    3. Re:They forgot to mention... by malducin · · Score: 2

      It was Sun SparcStations 20 (117) and a SPARCserver 1000. You can read more from SUN's press release:

      Disney's "Toy Story" Uses More Than 100 Sun Workstations to Render Images for First All-Computer-Based Movie

      Besides, people in CG know that Tom Duff is an authority and knows what he is talking about. There are many reasons why realtime CG won't do Toy Story class rendering in the near future. Have to consider the hype from the graphic card manufacturers. The demos and presentations at SIGGRAPH are neat and impressive but film CG has a lot of requirements. The same thing was mentioned when both the PS2 and GSCube were announced and we still haven't seen a Toy Story type rendering in real time.

      Here are a few more threads from the RenderMan newsgroup regarding the matter:

      What does GSCube do?
      Playstation 2 and "Toy Story"
      Real-Time RenderMan?

    4. Re:They forgot to mention... by NeMon'ess · · Score: 2

      Do you know about other CG effects? What was Monsters Inc. rendered at? T2? For a long time I figured movies ought to be rendering fx shots at 2000x3500 minimum, and all-CG movies at similar resolutions. Then recently I've been disappointed as I learn about all the limitations of film, the optical soundtrack taking up space, and general shortcuts. Gladiator, for example had terribly low resolution shots that were quite blurry, as did Minority Report. I read that Pleasantville was shot entirely in color ,then digitally scanned at 4000x4000 to change it into black and white. Of course 4000x4000 doesn't work as an aspect ratio, and that seems high to be DPI. Any thoughts on this?

    5. Re:They forgot to mention... by cmcguffin · · Score: 1

      Yes, it's surprising, but a horizontal resolution of 2k or so is more than adequate for most 35mm film work.

      By the time you factor in multigeneration prints, film grain, sprocket jitter, and old, dirty lenses -- all of which essentially blur the resulting images -- the effective resolution of the system at your local multiplex is pretty pathetic.

      There's a pretty good thread on the subject here.

    6. Re:They forgot to mention... by symbolic · · Score: 2


      Wow...I had no idea that the resolution was so low.

      I'd like to thank everyone for the awesome responses. :)

  10. PS2 by delta407 · · Score: 3, Interesting
    Wait, didn't Sony claim the Playstation 2 could do movie-quality graphics in realtime? Ah, here's a copy of the press release, back three years ago. The second paragraph reads:

    The current PlayStation introduced the concept of the Graphics Synthesizer via the real-time calculation and rendering of a 3D object. This new GS rendering processor is the ultimate incarnation of this concept - delivering unrivalled graphics performance and capability. The rendering function was enhanced to generate image data that supports NTSC/PAL Television, High Definition Digital TV and VESA output standards. The quality of the resulting screen image is comparable to movie-quality 3D graphics in real time.

    Silly people.
    1. Re:PS2 by linzeal · · Score: 1

      Movie graphics like tron, maybe.

    2. Re:PS2 by pi+radians · · Score: 2

      Well, thats just it isn't it? The better the realtime graphics get, the better the rendered stuff will get.

      And until everything my computer generates realtime looks like true organic material there will be this gap between realtime and rendered.

      --

      sin(6cos(r)+5A)
    3. Re:PS2 by NeMon'ess · · Score: 2

      Sony likes to hype its ass off, but the PS2 couldn't do shit for shading compared to Renderman. As this article is saying, the shading capabilities in todays AND tomorrows Renderman farms are going to be coming to an AGP board near you.

    4. Re:PS2 by epukinsk · · Score: 2

      The quality of the resulting screen image is comparable to movie-quality 3D graphics in real time.

      Sony's graphics are definately comparable to hollywood's:

      Compared to movies, PS2 graphics are crap.

      Erik

    5. Re:PS2 by Anonymous Coward · · Score: 0

      "The quality of the resulting screen image is comparable to movie-quality 3D graphics in real time. "

      You've just fallen foul of marketing-speak. They never said it was as good as, or better than. It's just comparable. Nor di they specify which "movie-quality graphics" they were refering to. Atari 2600 graphics are comparable to movie graphics. They suck arse in comparison but they are still comparable.

  11. Remember the days... by qurob · · Score: 1, Offtopic


    Of when 1 guy could code a game in a month, down in his parents basement, using graph paper to design 'sprites' ?

    Fast-forward 15 years...

    "Remember when it only took 4 CGI animators, 5 texture artists, and 6 3D modellers to create the cutscenes in a game?"

    1. Re:Remember the days... by Kenja · · Score: 1

      I do indeed remember. I used to write simple games while in high school. Now I'm looking at making a simple Ultima Underground clone and the amount of work that needs to go into the graphics is staggering. Finding an open source (not GPL) graphics engine and picking the 3D modeling tools alone has taken months, and we still have not found a solution we like.

      --

      "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
    2. Re:Remember the days... by GigsVT · · Score: 1

      Finding an open source (not GPL) graphics engine and picking the 3D modeling tools alone has taken months, and we still have not found a solution we like.

      OK, let me get this straight. You want to find a graphics engine that you can rip off and sell, and you are bitching that you can't find anything good? Maybe it's because most people GPL their code to protect it from people like you.

      --
      I've had enough abrasive sigs. Kittens are cute and fuzzy.
    3. Re:Remember the days... by Kenja · · Score: 0, Flamebait

      Did I say that? No it would seem I did not. Are you projecting perhaps? Not everyone is a code theif. I simply dont like the GPL and wont touch it. That says nothing about contributing back to a project or even if I was going to charge money for my efforts.

      --

      "Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
  12. more money? by AmbientNightmare · · Score: 1

    "Relatively cheap" hardware however is all relative to the time in which it was purchased. Case in point...My Geforce 2GTS card cost me $150 back when I purchased it, now they go for like 35-50. It seems video cards get changed faster than CPUs these days, ever advancing with software that can't seem to keep up. (My Geforce2 still runs everything great...why spend $300 for a GF4?) I think it's just a matter of time before Nvidia and ATI get smart and stop making newer cards, so the kinda new ones stay expensive. So, I guess what I'm saying is, how much is all this going to cost me, and when?

    1. Re:more money? by zorander · · Score: 1

      Realtively cheap is even a $400+ card when compared to the cost of of an UltraSparc or an Octane Workstation...these cost thousands. If a PC with an NV30 or ATI 9700 can beat a node on a renderfarm, it is almost certainly cheaper, regardless of the cost of the card.

      Brian

  13. It's all just a crude hack by Anonymous Coward · · Score: 3, Interesting

    First, the polygon-based rendering used by the cards is based on fairly special-purpose trickery to get good effects (like shadows - they're not really implemented by the API or the card directly). Second, the other part of really high-quality rendering is high-complexity models - the PC's themselves start to balk at swimming through the massive data sets required in real time. There's always been the speculation that raytracing would catch up to polygon rendering (as CPU's get faster) because the former has sublinear complexity in the number of objects, where the latter is more like linear complexity. _That_ would give you some pretty images!

    1. Re:It's all just a crude hack by zorander · · Score: 1

      Yes but the point is that this "crude hack" as you term it can produce stunning results, quite nearly as good as those of pixar, faster than what you would call a more "refined" method. Those two frames side by side tell quite a story. Sure, OpenGL couldn't do that in 1/30 second, but it looked just as good (better, IMHO...fewer artifacts) as the RenderMan scene and took less time.

      Death to SGI methinks...

      Brian

    2. Re:It's all just a crude hack by Anonymous Coward · · Score: 0

      While you're correct that the effects used by current graphics cards are cheap hacks. I think you may be missing the meat of the issue. These little GPUs we have sitting in our machines are streamlined, dedicated SIMD processors, capable of performing some functions (especially matrix operations) more efficiently than Intel's general purpose processors.

      The genius of the newest concepts being discussed by Peercy (commented here on slashdot by Carmack) is envisioning an OpenGL machine, and compiling high-quality renderman language to this new "OpenGL instruction code".

      This is no crude hack, but rather the harnessing and redirecting of current GPU power to produce models and details from a professional realm.

  14. OpenGL 2.0 versus DirectX9 by Dark+Paladin · · Score: 5, Insightful

    My own feelings on the little debate is rather simple. Unix machines (Linux, SGI, OS X) are becoming the standard for Hollywood level style movies - they're powerful, you can cluster them with relative ease, and they don't crash that often.

    DirectX9 is really about games - render less polygons on the fly, and it only works with one operating system (any guesses on which one?).

    As games and movies start to approach each other in graphical abilities, I wonder if OpenGL will become more important as the Unix graphics programmers start getting pulled from their Toy Story 3 seats to help with the guys making Toy Story 3: The Game.

    Right now, the #1 reason why OpenGL is still in a good number of Windows machines is John Carmack. Will things change? Maybe, maybe not. But I still wonder about the future.

    1. Re:OpenGL 2.0 versus DirectX9 by Xzisted · · Score: 0

      I think it would be a wonderful thing if OpenGL would become the API of choice for all gaming AND digital effects rendering. Unfortunately this will not happen. How long has it taken the OpenGL group just to come out with a new standard....not to mention that it isn't even here yet.
      The truth of the matter is that Microsoft is going to win this battle, not because DirectX is better, but because they update it more often and work closer with the hardware companies in order to make sure that the latest features are included in the API so that they can be used by programmers. It truly is a sad state of affairs, but standards boards are unfortunately alot like government entities....very slow to act and agree.

      --

      Honesty may be the best policy, but apparently by elimination, dishonesty is the second best policy.
    2. Re:OpenGL 2.0 versus DirectX9 by DeltaSigma · · Score: 2, Insightful

      You're forgetting the "Carmack Factor" though. Id Software's games are still, today, the benchmark for video cards and even entire computer systems. As long as John Carmack (our ray of hope, benevolent leader, Arena Master) stays with OpenGL, hardware manufacturers must support it.

      Noone wants to be the company that is mentioned in a review like this:

      "Well, we tried to test this machine against Quake3. Sadly, it only supports DirectX 9 with the default setup. I suppose you'll have to buy this rig plus a graphics card if you're a gamer..."

      It's marketing suicide. And we all know that marketing must have the features they want, even if rival specifications have more technical merit.

    3. Re:OpenGL 2.0 versus DirectX9 by Xzisted · · Score: 0

      I agree that all hardware manufacturers have to support OpenGL due to the 'Carmack Factor'. But have you ever noticed that on most newer cards OpenGL performance is far behind that of DirectX. I'm not talking about pure FPS here, you can no longer judge a card by that alone (example: Matrox's new Parheilia card). But OpenGL's current running spec does not support alot of the features that game programmers are currently turning to. OpenGL 2.0 should fix this but the spec will constantly have to be updated to contain all the new features.

      Believe me when I say I would love to see OpenGL become the universal specification (if for no other reason than to be able to play my games in linux and finally trash my windows installation)...but all I am saying is that with MS's work with the hardware manufacturers and the OpenGL group's lack thereof...this will never happen unless there is some sort of drastic change.

      --

      Honesty may be the best policy, but apparently by elimination, dishonesty is the second best policy.
    4. Re:OpenGL 2.0 versus DirectX9 by silversurf · · Score: 4, Informative

      >>Unix machines (Linux, SGI, OS X) are becoming the standard for Hollywood level style movies - they're powerful, you can cluster them with relative ease, and they don't crash that often.

      Actually, SGI is the standard and has been for a while. Linux is becoming one and OSX probably never will be. And yes these machines do crash alot. Speaking from experience as someone who was one of the sys admin's of a render farm at an effects house, our 8 and 16 proc. Origin 2k's went down alot. Not because the OS was messed up or we were bad admins, but because we pushed them really, really hard. I used to replace disks in arrays and on systems at least once a week. The workstations used to puke all the time. Why? NFS, SAN, memory, that crazy Maya script someone wrote, etc. etc. Any number of reasons.

      Unix is great and it gets the job done better over all, but keep in mind how hard these guys/gals are pushing this equipment. Linux on a pumped x86 is the next workstation of the movie industry as they look to cut costs, there's a lot of reasons that film studios and FX houses are looking at Linux, cost being probably the most important. Keeping the per shot/frame cost down of matte painting and animation is really the key for the accountants and producers at these places.

      Remember, most CG work is stuff you don't notice in the movies, like color correction, background things like snow or rain, lighting effects, etc. Stuff like LoTR, tho more common these days, isn't the bread and butter of FX houses. It's the utility work that gets these guys through the times between the big projects.

      Side note: I don't dislike OSX, however to say it's going to be the "film" standard is probably not correct. OSX with Maya will find it's way in to ad agencies and boutique design houses who are very mac centric, but the hardware cost is high overall and the software selection is poor. Many might argue with me, but the big fx houses are very invested in SGI hardware right now and are starting to put in Linux based hardware to take advantage of the costs.

      -s

    5. Re:OpenGL 2.0 versus DirectX9 by Anonymous Coward · · Score: 0

      Hey chucko, hope you enjoy unemployment. Despite what you might think, OS X is going to be more involved with the 'film' industry... They already have Maya, and Apple just bought Shake, with huge discounts for the mac version compared to the Windows versions. As well, why would you want to force some artist who wouldn't know a grep from a grue to use Linux? When Mac OS X has a usable interface right out of the box.

    6. Re:OpenGL 2.0 versus DirectX9 by silversurf · · Score: 1

      Hey bucko-

      #1 - Too bad you should choose post anonymously

      #2 - I'm not unemployed and have a successful job in the industry. Not as a sys admin, but as a technical production manager.

      #3 - I don't think you are giving the artists enough credit. Almost all of the artists I know, and have had the pleasure to work with, are killer script writers, know perl very very well, usually know C/C++, and write really advanced shaders. They are not point and click toads like graphic designers in some NY ad agency. You think these guys only composite and animate with a mouse? You ever done any real rendering with a large render queue? Or just with After Effects on your little G4. Jeez, take a seat until you know what you're talking about.

      #4 - If you've ever used Shake or any real animation or compositing package you would know that the power is in the API and backend of the program, not just in the UI. So even on OSX, you'll need a shell or some type of programming/scripting to do any work and extend the program beyond it's GUI. That's where the real work is done and where the real innovation can take place.

      -s

      "Everything I know, I learned from my dad
      He learned it all from his
      And his dad just happened to be
      Wrong about everything" -Dan Bern

  15. The future? by Anonymous Coward · · Score: 0

    I remember the industry "experts" were making this prediction back in the days when the Matrox Millenium was all the shit. It's nearly a decade later, and we're not even close yet. What a load of bull.

  16. Before you all get excited.... by Bruce+Perens · · Score: 4, Insightful
    Before you all get excited about the Pixar-class films you're going to be able to make on your PC, I'd like to forecast when you will be able to do that.
    For most of you, that time is, unfortunately, NEVER.
    This is not at all due to lack of technical facilities or computer talent. You can, right now, make Pixar-quality films on your PC. Some talented people make some pretty good short films, and they will go on to more. The most important talent they rely on is not skill in computer imagery, but skill in telling a compelling story using all of the tools of the visual idiom. This is what most people don't have, and it is an essential element to producing good film. I don't have enough of it either, and I did go to film school. If more of us had that talent, videotape recorders and affordable home movie cameras would have had a much greater impact than they have had.

    But this is all going to be great fun for gaming, VR, simulation, and so on.

    Bruce

    1. Re:Before you all get excited.... by Anonymous Coward · · Score: 0

      Thanks for the pep talk, coach.

    2. Re:Before you all get excited.... by Yohahn · · Score: 2

      I sometimes wonder about the amount of people who have the talent who go on to do something else.

      I usually think about a related area, music.

      There's a big tie between music and mathmatics.

      But yet the free music scene still seems empty.

      Hrm...

      Perhaps there just needs to be some reason to want to create.

      This said by a guy who left violin after playing 18 years, to go do Computer Science. You could argue that I saw I didn't have what it took to make it, but I wonder how many others there are like me.

    3. Re:Before you all get excited.... by Anonymous Coward · · Score: 1, Insightful

      Oh I don't know. Not many of us have the money to rent the equipment to make cinematic films either. Sure, there's going to be an awful lot of crap, but a few masterpieces will emerge every year IMO.

      Just imagine the MPAA's heartburn when fanfic Star Trek episodes start popping up. Most of that stuff is crap too, but now and then, something cool emerges.

      I live in Hollywood. I don't have the talent to make a great movie (a great video game, yep, even been there done that) but a lot of my friends DO have the talent, but they lack the luck to get their big break. As in many other things, it's not what you know, but who you know here.

      The people who make this technology accessible to the great storytellers will clean up.

    4. Re:Before you all get excited.... by linzeal · · Score: 1
      Where is the interface between those who have the requsite storytelling abilities and those that have the technological abilities? It is shameful to think that some humans think their time and creativity are more exclusive than others when it comes to sharing it freely. I think the question is, "When will a media format emerge that will make a compelling case for writers to open source their works in?"

      I have been put off by this for some time, as when it comes to creating a work most people require that they mantain draconian control mechanisms on it, that seem counterproductive when you are putting forth a community project. Isn't literary recognition, reason enough to contribute to a virtual play or CGI movie?

    5. Re:Before you all get excited.... by zorander · · Score: 1

      Even further out is when you think of who's soon going to be claiming "orchestra-realistic" sound renderings. Noone has made serious claims yet and they still use the big philharmonics and orchestras for soundtracks. When does this change? can it?

      Hopefully never seeing as my living depends on live music :)

      Brian

    6. Re:Before you all get excited.... by Tet · · Score: 2
      The most important talent they rely on is not skill in computer imagery, but skill in telling a compelling story using all of the tools of the visual idiom.

      You took the words out of my mouth. No amount of increase in rendering speed (and it's only a matter of time before a home PC can do high quality rendering in a sensible timeframe) will make you a movie. To do that you need both sufficient modelling skills to make your generated images and characters look good, and the ability to write a decent script. Neither of those are much affected by Moore's law (although tools to assist with modelling may make some progress here).

      --
      "The invisible and the non-existent look very much alike." -- Delos B. McKown
    7. Re:Before you all get excited.... by Yohahn · · Score: 2

      Fair enough question. I think I read an article about a technique that uses randomization to create more realistic sounds. I think it's more popular than we think. (I think the artical talked about being used in TV... I wish I could find the link)

      It is sad as well to think that most of the music community is "half illiterate". They can read, but can't write. How many instrument performance people actively work on honing their composition skills?

      At least these skill could help them adjust to automated music some.

    8. Re:Before you all get excited.... by The+Lord+of+Chaos · · Score: 1

      How do you moderate something as Harsh?

    9. Re:Before you all get excited.... by Russ+Steffen · · Score: 1

      You be surprised by the number of film scores that are produced by something like this instead of an actual orchestra.

    10. Re:Before you all get excited.... by Anonymous Coward · · Score: 0
      Just imagine the MPAA's heartburn when fanfic Star Trek episodes start popping up.

      And for that matter, I think Peter O'Toole would have made a better Gandalf than McKellen. So I've made this, which will shortly become the canonical version.... :-)

    11. Re:Before you all get excited.... by Anonymous Coward · · Score: 0

      Maybe you've not seen rustboy.com :) All done on PC quality hardware and using very very lowend modelers /renders (um.. one i used to use on mac's like 5 years ago)

    12. Re:Before you all get excited.... by Tablizer · · Score: 2

      IOW, we usually don't listen to amature music and don't watch amature movies because they suck from an entertainment standpoint, and not necessarily because they didn't have enough equipment.

      (Or, they spent so much on equipment that they have no promotional budget left.)

    13. Re:Before you all get excited.... by stubear · · Score: 2

      Bruse was not arguing that the computer technology isn't there, he was stating the talent inherent in projects such as the one you mention is not hampered by the technology. The guy working on Rustboy is very talented and it shows by him not having to use the latest and greatest computer technology to tell his story.

    14. Re:Before you all get excited.... by ChuckDivine · · Score: 2

      Bruce Perens wisely said:

      Before you all get excited about the Pixar-class films you're going to be able to make on your PC, I'd like to forecast when you will be able to do that.

      For most of you, that time is, unfortunately, NEVER.

      Yes, talent is required. But consider this: there are lots of talented people out there in the performing arts -- writers, actors, dancers, directors, etc. Dropping the cost of means of production will allow people with such talents to create productions without going through the current production model. Making it easier to do things with computers will have a similar effect. That's where the real impact will be. Not with geeks with swelled heads.

      --
      "Beer is proof God loves us and wants us to be happy." -- B. Franklin
    15. Re:Before you all get excited.... by zorander · · Score: 1

      Nope. I know. I play acoustic and electronic instruments and know quite a bit about the synthesizer technology out there (particularly of the wind variety)...but although I can make somewhat lifelike sounds on my wind synthesizer, it's responding to my breath. generating that breath data in a way that makes for tasteful playing is hard. I've tried to drive my synthesizers with software and it isn't easy...

      course i wouldn't have thought this 3d stuff was easy either....

      Brian

    16. Re:Before you all get excited.... by Yohahn · · Score: 2

      As good as that is, it is still obviously not an orchestra.

    17. Re:Before you all get excited.... by Anonymous Coward · · Score: 0

      Amazing how someone can make a movie that good just using a mac and that renderer. BTW Rustboy was also on E! and a couple of other shows, and a couple of pixilar ppl were there commenting on how cool rustboy was etc..

    18. Re:Before you all get excited.... by Anonymous Coward · · Score: 0

      FUCK YOU TERRORIST!!!!!!!!!!!1111111111111111111

      adfas.dfadfe.ejjidadojfd,,,dd.a dddad deklaj d adlkjf dkjoiwqap dpadjoefalkcmlwiwd saoifnjdwo sadojif.a doms fojs

    19. Re:Before you all get excited.... by Russ+Steffen · · Score: 1

      I think you totally overthought my response. My point was that specifically for film and TV scores, that electronic techniques are "good enough" to replace an orchestra in most mid and low budget productions, and even some high budget productions. Specifically, the bulk of the "Sum of All Fears" score was performed by a workstation similar to the one I lined above and a very, very, very expensive library of orchestral samples (the library, over 30 CDs in all, runs a little over $25,000). It's good enough to fool 99% of the ears out there, especially when it's supposed to be in the background in the first place.

      I'll try and find a link to the company that makes that sample library. They have a bunch of A/B tests comparing their stuff put together by a skilled arranger vs. a real orechestra playing the same piece.

    20. Re:Before you all get excited.... by g4dget · · Score: 2
      In fact, bringing movie-quality, real-time CG to PCs will result in a lot more good movies being made. Right now, people can direct films only if they have the ability to work within the commercial film industry and have some knack for telling commercially successful stories. There are lots of excellent storytellers that would love to tell stories visually but don't want to put up with producers, financing, actors, sets, or any of that other junk and/or who have stories to tell that no company is interested in telling.

      That doesn't mean everybody will have the talent to make excellent movies, but it may expand the pool of people able to do it by several orders of magnitude.

      Besides, many commercial movies are apparently made by people who don't have a clue how to tell a good story.

    21. Re:Before you all get excited.... by Hast · · Score: 2

      Well it hasn't seemed to stop Lucas when he made Sound of Music sequences in Ep 2. Or Spielberg from butchering "AI" and "Minority Report". It doesn't like talent is much of a requirement when it comes to making movies these days.

      And I realize that what I and other people can do is at most to make "Phantom Edits" of current movies. The making of a complete movie is quite another issue. But the state of the art when it comes to story telling these days are not really what I'd classify as impressive.

      I would think that the hardest part would be modelling and animation. There are quite a lot of good stories made by amateurs. (That is, short stories on paper.)

  17. Realism can only go so far... by httpamphibio.us · · Score: 1

    And then you go back to abstraction and stylization. The only difference is at one point it was necessary to abstract and stylize and in the near future it'll simply be more interesting.

    --
    sig.
    1. Re:Realism can only go so far... by peterpi · · Score: 0

      You could argue that this is happening already, with games such as Jet Set Radio Future.

  18. The future? by sardonic2 · · Score: 1, Interesting

    So does this mean soon we will be able to download a movie in a scripted language and let our video cards render it in real time and watch a "open source" movie? Will the MPAA pay congress to enable some Digital Rights Managment in the cards? I think these are interesting ideas and I really thing a Open Source movie would be pretty cool, not to mention most likely a fast download.

  19. This makes amateur 3d movies more possible by zorander · · Score: 3, Interesting

    A year back or so I did the blender work for a starwars fanflic...Now this was only a fifteen minute film...but the 5 minutes or so of 3d easily took a day to render. As this stuff gets faster, amateur movies will become better and more sophisticated. Low budget films and TV shows will gain access, and the graps of the MPAA will weaken. Anything that makes low-budget films easier is a good thing.

    With the internet and a DVD Burner, a low budget film could be distributed DIRECTLY on DVD. Now the films just need to get good enough that people will want them. This would be a good direction for both music and movies.

    Cool eye picture. How the heck do you make a model for that?

    Brian

    1. Re:This makes amateur 3d movies more possible by Anonymous Coward · · Score: 0

      As this stuff gets faster, amateur movies will become better and more sophisticated. Low budget films and TV shows will gain access, and the graps of the MPAA will weaken. Anything that makes low-budget films easier is a good thing.

      Actually, low budget films will still suck because the quality of the film has nothing to do with the price of the equipment. Not to mention that the big guys will ALWAYS have something better.

      (Note: Not ALL low budget films suck, but I'm alluding to a comment made by someone else that said it's about the talent of the film maker, not his toys)

    2. Re:This makes amateur 3d movies more possible by Anonymous Coward · · Score: 0

      The eye pic is from Final Fantasy: The Spirits within

  20. PROBLEM by Anonymous Coward · · Score: 2, Insightful

    problem: Slashdot posts a story it covered a day ago because the Editors aren't into the idea of actually earning their pay.

    conflict: user posts a message pointing out that the Editors are asleep at the wheel.

    resolution: WHAP! WHAP! Score: 0, Offtopic.

    the quality of this blog gets lower and lower. does anyone disagree?

    1. Re:PROBLEM by Anonymous Coward · · Score: 0

      As a dedicated anonymous troll, I wholeheartedly agree.

      Err.. I mean, FUCK YOU, YOU ASSFUCKING COCKSMOKING COMMUNIST DICKGRABBER!!

  21. To paraphrase Jim Blinn by Milinar · · Score: 3, Insightful

    As computers get more powerful, our demands on them get greater. The time it takes to render a single frame of a animated feature has stayed pretty much constant over the last few years.

    I mean, come on people, it's apples and oranges here. Two similar tools for two VERY different purposes. Rendering 80 FPS at 1600x1200 makes good games, but I doubt there will ever be a day when film frames are rendered in real-time. There's just no reason to!

    That's not to say that yesterday's movies couldn't be rendered on today's technology. Absolutely! But tommorow's movies are a different story.

    1. Re:To paraphrase Jim Blinn by Anonymous Coward · · Score: 0

      >There's just no reason to!

      How about the ability to set up your own camera angles/zoom around a scene at will?

    2. Re:To paraphrase Jim Blinn by Glock27 · · Score: 2
      I mean, come on people, it's apples and oranges here. Two similar tools for two VERY different purposes. Rendering 80 FPS at 1600x1200 makes good games, but I doubt there will ever be a day when film frames are rendered in real-time. There's just no reason to!

      Reason 1: To play games with film-quality graphics (or near enough as makes no difference).

      Reason 2: Great looking real-time architectural walkthroughs, CAD renderings and so on.

      Reason 3: To render 100 or more times as many frames per unit time in the film render farm.

      All of those reasons seem pretty compelling to me!

      I suspect you'll be changing your tune when you see what the R300 and NV30 can do... :-)

      --
      Galileo: "The Earth revolves around the Sun!"
      Score: -1 100% Flamebait
    3. Re:To paraphrase Jim Blinn by Anonymous Coward · · Score: 0

      640k is enough for anybody.......

    4. Re:To paraphrase Jim Blinn by Freedom+Bug · · Score: 2

      State of the art Hollywood films are never going to be mastered in real-time. If they can be rendered in real-time, they are not state of the art. Period.

      The animators may render in reduced resolution in real-time for the reasons you mentioned, but if it renders in real-time, they'll add more effects/higher resolution/sub-pixel tesselation/whatever, just because they can, for that tiny little bump in quality.

      Right now the biggest barrier is faces: CG faces (plus the hair) are a heck of a lot better than they used to be, but they're years away from photographic quality when animated.

      Bryan

    5. Re:To paraphrase Jim Blinn by Anonymous Coward · · Score: 0

      "Toy Story" was rendered at 1,536 by 922, which is lower than 1,600 by 1,200. Further, the standard film frame rate is 24 fps, not 80 fps. Even current GeForces can handle a resolution of 2,048 by 1,536, and the next-gen cards will be capable of many millions of triangles per second and 128-bit color (3.4 x 10^38 colors!). If you read nVidia's CineFX backgrounder, it claims that even raytracing will be supported on the NV3X. Advances in GPUs have outstripped those in general-purpose processors. Real-time? Maybe not yet. But it will happen.

    6. Re:To paraphrase Jim Blinn by orange7 · · Score: 1

      Heard it a hundred times. It was relevant five years ago, but not today.

      Repeat after me: the price/performance curve for commodity graphics hardware is outstripping that for general CPUs. Graphics hardware's "Moore's Law" is winning.

      Now, never make the mistake of assuming that an exponential curve will increase indefinitely -- they're all S-curves in the end -- but while it does, movie and PC graphics quality are not both increasing at the same rate. So assuming that the gap between them isn't going to at the very least close a bit is wishful thinking.

      A.

  22. what then? by subgeek · · Score: 2

    there's got to be another goal that will step up after quake (whatever number) looks as good as a live action movie. i think it will probably be a new interface. possibly vr type things.

    i see pixar's point that by the time pc graphics catch up to now, cinematic cg will be further down the road. but the gap is getting smaller. i would be really impressed if a desktop could make use of something like MASSIVE in real time during a game. good looks will look better when there is more intelligent behaviour of bots in games. someday it will be possible, but by that time movies will be even prettier.

    or maybe i'll finally be able to game at full speed without worrying about ruining the cds i'm burning.

    --
    you probably shouldn't have read this.
  23. Movie-class CG? Yeah, right by Anonymous Coward · · Score: 1, Interesting

    I get annoyed every time I hear this. If they mean movies like The Last Starfighter or Tron then yeah, we have movie-class CG in our games, but where are these ridiculous predictions coming from?

    First off, movies are raytraced and even on their machine clusters take on the order of minutes per frame to render.

    Secondly, have they even taken one look at how primitive our 3d graphics are these days? I mean, yes, often buildings (like in Morrowind) look reeeallly great, but they don't look like movie-class CG... And we have a LONG LONG way to go before creatures look good. (Yeah, we can make one werewolf with no scenery look good, but we need to have the scenery and about 1000 other werewolves before I'll be impressed)

    Yeah, Doom 3 looks pretty and all, but quite frankly I'll believe it when I see it on my machine.

  24. "movie-class CG will soon be possible" by DietFluffy · · Score: 1

    It's funny how people have been saying this since 1996. (toy story 1 came out in 1995.) i admit that the power of the gpu has increased a lot since that time, but I don't think we'll see real time cg for quite a while.

  25. New Releases Coming Soon to a Computer Near You by mengel · · Score: 1

    I'm expecting to see in the next couple of years a film starring, say, Marilyn Monroe opposite Ben Afleck. Who would you like to see together in a movie, and what kind of movie?

    --
    - "History shows again and again how nature points out the folly of men" -- Blue Oyster Cult, 'Godzilla'
    1. Re:New Releases Coming Soon to a Computer Near You by unDiWahn · · Score: 1

      We could develop a form of avatar acting -- one character actually acting, being motion captured, and then transformed into someone totally different for display.

      I'd actually like to see this kind of thing applied to a theatre setting. Sounds like a good basis for some visual art.

    2. Re:New Releases Coming Soon to a Computer Near You by Anonymous Coward · · Score: 0
      You just want to Ben Afleck's tool...


      Go Boogie Nite yourself you sick fucking fag!

    3. Re:New Releases Coming Soon to a Computer Near You by SuiteSisterMary · · Score: 2

      Go read Neil Stephenson's The Diamond Age. Then go read Snow Crash. But for this, The Diamond Age.

      Actors get nanotechology thingies called nanosites implanted into their faces and bodies, which act like vertexes, turning them into giant wireframes. The appropriate appearence is then mapped to the 'sites, and the actors then appear, to people watching through their mediatrons, to be whoever they're supposed to look like. The concentration of 'sites in an area allows for more fine tuned mapping; tons around the eyes and lips, a few around the arms and legs.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
    4. Re:New Releases Coming Soon to a Computer Near You by checkyoulater · · Score: 1

      Who would you like to see together in a movie, and what kind of movie?

      How about me and Charlize in a pr0n?

      --
      Is that a real poncho? I mean, is that a Mexican poncho or is that a Sears poncho?
    5. Re:New Releases Coming Soon to a Computer Near You by Mac+Degger · · Score: 1

      Already there...there's a Hong Kong director who making a new Bruce Lee movie. Bruce will be portrayed with a CG character, of course.

      --
      -- Waht? Tehr's a preveiw buottn?
    6. Re:New Releases Coming Soon to a Computer Near You by Dynedain · · Score: 2

      or in other words, permently mounted motion capture refference points

      go to siggraph sometime, stephenson isn't as far out there as you think

      --
      I'm out of my mind right now, but feel free to leave a message.....
  26. Compression algorithm at its best by corwinss · · Score: 2, Informative
    Multi chip and multi card solutions are also coming, meaning that you will be able to fit more frame rendering power in a single tower case than Pixar's entire rendering farm. Next year.

    The problem with this is that a company will never believe that such a miniaturization rate is possible.
    They prefer to think of that as "silly"
    ("silly" == "you are trying to rip them off")
    The proper way to do this is what most companies that make RAID servers and other computers with large hardware arrays are doing:
    1: Build large motherboard with low circut density
    2: Build case roughly the size of small wardrobe. 3: Attach motherboard inside case, and fit parts to motherboard.
    4: Put lots of flashy lights on case, contemplate adding machine which goes 'bing'.
    5: Use lots of external connections, so that there is lots of assembly required and there are lots of bells, whisles, cords, and dongles hanging from the case after assembly.
    6: Next year, make the case about 2" smaller in each direction and raise the price about $250 per unit

    You think I'm kidding - our school's grade server has less than half the volume of the one that was replaced, and they're not that different in performance.

    Remember - size may not matter if you know how to use it, but it may stop you from getting the chance to use it in the first place.
    --
    "Who am I" and "Why are we here" are not the problems.
    The problem is when someone asks "Why are they here."
  27. Finally, my computer will make "graphics" by larsoncc · · Score: 2, Funny

    At long last, my computer will be capable of producing cinematic quality graphics, much like those in that famous Disney movie....

    TRON.

    I can't wait.

  28. never say never by johnjones · · Score: 1, Troll

    why should you not say this because it exposes you as a fool

    read what the article says

    you already have the film data they are talking about rendering it in real time

    on top of this Ive seen show's for kids that arnt very complex in terms of story or creatures(vertex wise) that are completely Computer Generated

    so you are a ..... in my eyes

    regards

    John Jones

    1. Re:never say never by Cirvam · · Score: 1

      I'm sorry but coming from someone who is supposedly a train (go look deltic up on google, as far as I can tell your a talking/posting to slashdot train) that insult doesn't carry much weight. I would say that Perens is right, he was addressing another aspect of making pixar like movies on a personal computer, being able to tell a story effectivly and without boring the audience is something that computer technology can't solve (barring the creation of AI). So I would say in everyone's eyes you are the ass.

  29. tessellation / LOD by oliverthered · · Score: 2

    Take a look at crystal space, or black and white for that matter.
    The number of vertices in the objects are relative to 'your' distance from the object in a kinde of half-way house between object based and polygon based rendering, a bit like mip-mapping with textures.

    --
    thank God the internet isn't a human right.
  30. Sure, but what are we losing by DarklordSatin · · Score: 2, Interesting

    I can do nothing but agree that the visuals, CG and effects are all getting better, but what is the cost? I don't know about the rest of you but it seems to me that the quality of the movies themselves have been going steadily down. The plots are getting thinner, the acting poorer and it seems that everyone is just using visual quality as a crutch. I'd take a good old silent, black and white coemdy by the likes of Chaplin or and old Akira Kirusawa (spelling?) samurai film over most comedies and action movies that come out these days. Or a little more recently, compare the older Star Wars or James Bond movies to the newer ones; sure the fight scenes have gotten cooler, but the acting and stories are nowhere near as good. I love visuals, but can we use them to make good movies instead of just more pulp.

    1. Re:Sure, but what are we losing by davew2040 · · Score: 1

      Hate to break the nostalgia, but I don't think Star Wars or James Bond movies were ever noted first for their acting...

  31. And then we'll all drive spaceships to work by jackbang · · Score: 2, Insightful

    It may be the case that in, say, 2005 for example, you can create CGI graphics on your home computer that are equal to the quality of 2002 movie graphics. But the movie graphics standard won't be sitting still - it will always be ahead. Both will always get better. CGI studios will always be willing to invest more in their equipment than a home user, and they will always be able to get better results by spending more money. You can't convince me that someday the $200 video card in my home PC will be equal to the cluster of high-end hardware sitting in Lucas Arts server room at that same moment.

    1. Re:And then we'll all drive spaceships to work by maxwell+demon · · Score: 2, Insightful

      This assumes that a steady quality increase is possible. But maybe there's a point at which you just don't see any difference at all? Remember, our eyes just have a given (very high, but still finite) quality, too. That is, there are differences our eyes just won't see any more. So it may well be possible that we reach some point where adding more computer power simply doesn't make sense, because you simply won't see the difference.

      Now, I don't say you'll get to that point in the next years, but I think eventually this point might be reached.

      --
      The Tao of math: The numbers you can count are not the real numbers.
    2. Re:And then we'll all drive spaceships to work by CableModemSniper · · Score: 1

      But will the Lucas Arts server room still need a cluster?

      --
      Why not fork?
  32. The future is all around you... by ites · · Score: 0

    Humans see by guessing and reverse engineering
    messy swathes of light into solid objects with meaning.
    Elegance, and built-in models, not raw power, are the keys.
    Future digital displays will simulate reality,
    in real time. They will, like the human eye,
    turn everything outside the center of the visual
    field into disconnected mush.
    Hold your hand just out of the center
    of vision and try to count the fingers...

    --
    Sig for sale or rent. One previous user. Inquire within.
    1. Re:The future is all around you... by Anonymous Coward · · Score: 0

      Dude.

      Can I have a vial of some of the shit you just hit?

    2. Re:The future is all around you... by Tablizer · · Score: 2

      But different members of the audience will be focusing at different things. An interior decorator may be looking at the pattern and cloth lay of the curtains.

  33. Realtime raytracing is the future by Wesley+Everest · · Score: 5, Informative
    Already, if you have enough polygons, raytracing is faster than rasterization. The only problem is that the crossover point for interactive frame rates hasn't been reached yet. Check out some of the current research in intereactive raytracing.

    Basically, the explanation is that rasterization takes a time proportional to the number of polygons to render a frame, while raytracing takes time proportional to the log of the number of polygons. That might make you think raytracing should be always faster, which it clearly isn't -- the reason it isn't is that the constant factor in each is very different. So you have a*N vs b*log(N), where b is much bigger than a. As N gets bigger (apparently in the neighborhood of 10 million polygons), the difference between a and b becomes less important than the difference between N and log(N).

    The main benefits of raytracing over rasterizing is that it is very easy to get things like reflections, shadows, refraction, and other important effects with raytracing, but with rasterizing, you need to do a lot of complicate and CPU-intensive hacks to get the same effect. Another benefit is that raytracing is parallelizable while rasterization generally isn't. That means that if you have a raytracing accelerator card in your PC, you can nearly double the frame rate or resolution by adding a second raytracing card.

    Of course, it's all a chicken-and-egg sort of thing, nobody's going to buy a raytracing card until it's a cheap way to do the rendering they want, and it won't be available unless there is a market. Fortunately, there is research into using the next generation of rasterizing graphics cards to greatly speed up raytracing. This will help bridge the gap, by making raytraced games possible using soon-to-be-existing hardware.

    1. Re:Realtime raytracing is the future by ceswiedler · · Score: 2

      Another neat thing about raytracing is that it's very easy to render just a subset of pixels. I remember Strata, an old 3D program for the Mac, had an option to select a part of the screen and render just that bit. It really helped when you were trying to get a particular detail on the screen (like a reflection or shading or image map) to come out right.

      I don't know if that has any application to realtime raytracing for games, but it's neat anyhow.

    2. Re:Realtime raytracing is the future by sacrilicious · · Score: 5, Insightful
      Another benefit is that raytracing is parallelizable while rasterization generally isn't.

      Not true... in fact, the opposite is the truth. Rasterization - which I assume is used here to refer to zbuffering - is very highly parallelizable, while raytracing is only moderately so. The fundamental reason for this is that zbuffering needs only serial access to the database of polygons, while raytracing needs unpredictable access to the polygons depending on where rays are reflected and where lights cast shadows. This means that raytracing is subject to a high degree of unpredictable memory needs and disk accesses, whereas zbuffering can be nicely predicted, pipelined, and parallelized. This is why hardware implementations of zbuffering are a dime a dozen, while the only hardware implementations I've seen of raytracing parallelizes only one very tiny portion of the rendering pipeline and has all kinds of problems that as yet are not addressed sufficiently for practical needs.

      .

      --
      - First they ignore you, then they laugh at you, then ???, then profit.
    3. Re:Realtime raytracing is the future by UncleFluffy · · Score: 2
      Rasterization - which I assume is used here to refer to zbuffering - is very highly parallelizable

      Except for that little problem with alpha-blending...

      --

      What would Lemmy do?

    4. Re:Realtime raytracing is the future by Anonymous Coward · · Score: 2, Insightful

      Not quite, generally one does something along the lines of BSP processing on the scene before raytracing, excluding any elements that move outside of said nodes in the BSP tree. This can vastly reduce one's search space for polygonal access. Furthermore, if one wishes to use reflections or shadows with a rasterizer, one is still required to use non-serial access to the polygon list.

      Raytracing is quite parallelizable in macroscopic sense (shared source data). Each pixel carries no dependancies on any other. But one problem is the need for a large cache of intermediary data during processing for a single pixel, which penalizes multiple rendering paths; they would each require as much memory. I imagine a raytracing chip will not evaluate the pixels in the image but speed up common operations (color mixing, vector operations, ray intersections, texture calc. etc.)

      Finally, raytracing opens up new avenues for modelling and realizing objects as polygon counts skyrocket: it allows one to rasterize non-triangular objects whose intersections and normals are easily formulated for example quadrics, planes, spheres and simple NURBs.

    5. Re:Realtime raytracing is the future by AltaMannen · · Score: 1

      This is true for rasterization until you get to the translucent surfaces. Unless someone has a brilliant solution to blended translucent sequential rendering without sorting the translucent surfaces? (restricting blended materials to just using +/- blend operations doesn't count).

    6. Re:Realtime raytracing is the future by Anonymous Coward · · Score: 0

      Your silly calculations assume that you use a Level of Detail/Search scheme for your raytracer, but that you push the entire world of polygons at the rasterizer. Of course that is silly.

      A 1024x786 screen with no anti-aliasing and no transparent objects can only draw 786432 triangles maximum, no matter how large your world is. If you are drawing more than that, you need to go back and cull more geometry.

      The complexity of the LoD schemes in both cases is nearly identical. Basically you divide up your world into a gigantic tree or grid, and then intersect that tree or grid with the ray, or the view pyramid.

      Michael

    7. Re:Realtime raytracing is the future by Anonymous Coward · · Score: 0

      That's the A-Buffer. Welcome to the 1980s. Expect to see that in hardware around NV50 when the framebuffer memory is cheap enough to support 8x the size of the nv30.

      Michael

    8. Re:Realtime raytracing is the future by captaineo · · Score: 3, Informative

      There was an interesting panel on this subject at SIGGRAPH a few weeks ago. An attendee from Pixar said that their main issue now is that their scenes are so large that it's becoming impractical to keep them in memory throughout the entire render, even with a smart acceleration datastructure (Pixar's Renderman, although fundamentally a rasterizer, needs to keep at least bounding boxes for the entire scene in RAM due to its "bucketing" process). Also he noted that many of Pixar's scenes are I/O bound - it takes longer to read the geometry and textures over the network than it takes to actually render them!

      The gentleman went on to describe Pixar's work on a new renderer which (if I heard correctly) goes to the extreme of keeping no scene data permanently in RAM, and just streams primitives in and splats them to the screen.

      So, while most rasterizers are indeed O(n) in the number of geometric primitives, a raytracer or other retained-mode renderer could be "O(n + log(n))", if you count the I/O required to read the scene and build the in-memory representation!

      Of course I've conveniently ignored the fact that Renderman and its siblings cannot handle any sort of non-local lighting computations. (true reflections, shadows, ambient illumination, etc). But all of the high-end 3D studios seem to prefer "faking" these effects (with shadow/reflection maps or separate "ambient occlusion" passes) rather than taking the extreme speed penalty of a retained-mode renderer.

      (incidentally the same sort of issue came up at Digital Domain's presentation on their voxel renderer - although they started out using volume ray-marching, the render times got so long they switched to voxel splatting, and used various tricks to make up for the lower image quality)

    9. Re:Realtime raytracing is the future by Wesley+Everest · · Score: 2
      So, while most rasterizers are indeed O(n) in the number of geometric primitives, a raytracer or other retained-mode renderer could be "O(n + log(n))", if you count the I/O required to read the scene and build the in-memory representation!
      It's not that bad, but there are definitely some unsolved issues with raytracing. If the scene is entirely static and you're just doing a fly-through, then all the processing of the scene can be done beforehand and it truly is O(LogN) regardless of camera movement. The problem is that as you get more and more dynamic objects, you need to update their position in the bounding hierarchy. If your scene is a random collection of tiny triangles all flying around randomly at high speed, then it all breaks down and you might as well give up and do something that is O(N) rather than some sort of NLogN reconstruction of the hierarchy. But if the number of moving objects is small and/or they are moving slowly compared to their size, and each moving object tends to be a collection of polygons that move as a unit (say, an animated character), then updating the hierarchy isn't so expensive, and much of the work can be done as needed. Then, you certainly don't need to have O(N) IO time.
  34. GeForce 4 Ti 4200 64MB == $135 by BoomerSooner · · Score: 0

    Or at least that is what I paid for it. The first game I played that made me move from my gf2mx to the geforce 4 was neverwinter nights. That damn game will lag my gf4 if i have settings too high. Howver in Quake 3 i get 110fps with everything on it's highest setting.

    Cheers, and play nwn if you want to see your gf2 choke hard (set everything to high).

  35. the other side of the coin by CausticPuppy · · Score: 4, Interesting

    But imagine downloading Toy Story 3 or something to your PC... not as a pre-rendered movie, but as a real-time scripted 3D engine with a soundtrack. Run it in whatever resolution you are able to. Use your own camera angles.

    Or play a realtime version of Final Fantasy: The Spirits Within, but walk around the "set" in realtime with the characters or just keep the camera focused on Aki's bizznoobies.

    --
    -CausticPuppy "Of all the people I know, you're certainly one of them." -Somebody I don't know
    1. Re:the other side of the coin by cmcguffin · · Score: 1

      > But imagine downloading Toy Story 3 or something to your PC... not as a pre-rendered movie, but as a real-time scripted 3D engine with a soundtrack.

      That's also not likely to happen anytime soon.

      Rendering a film is very much an exercise in data compression. Many terabytes of texture, geometric models, animation scripts, background plates, and simulation data go into a typical Pixar/PDI/Square/Blue Sky production.

      Furthermore, it is very often the case that the production takes advantage of the fact that the camera location and movement are locked down as art and other assets are being created. 2D background 'flats' and other 2D effects are a great way to save time and money.

      All that goes out the window if the end user is free to fly around in Ghost mode like some spectral Michael Ballhaus.

    2. Re:the other side of the coin by nEoN+nOoDlE · · Score: 2

      Or play a realtime version of Final Fantasy: The Spirits Within, but walk around the "set" in realtime with the characters or just keep the camera focused on Aki's bizznoobies.

      I think that's never going to happen. Even when realtime graphics cards are capable of producing trillions of polygons per frame and are able to acurately render Aki and all the other digital characters in realtime, it takes a lot more than 1 render to create every frame in a movie like Final Fantasy. It takes painstaking compositing and color correcting of hundreds of layers to create the final image that you see in the theatre and I think it will be way too complicated and time consuming to make an image look good not only in one frame or sequence but in a full 3d environment that the viewer can rotate and "walk" around in. The only way I see that we will be able to walk around in photorealistic digital sets with unrestrained motion is when the graphics processor can handle real-time raytracing as well as global illumination , sub surface light scattering, and on top of that act exactly like a real camera lens, or a real eye - which is what compositors try to "fake" and immitate on every digital frame. I don't see that for a really long time and I doubt it will even be worthwhile, since I don't pay to see the movie that I can dream up, but to see the director's vision of the story. It's the difference between a Hemmingway novel and a choose-your-own-adventure.

      --
      Don't trust a bull's horn, a doberman's tooth, a runaway horse or me.
  36. Renderman vs. Cg by yerricde · · Score: 1

    Not a lot [of difference between PC games and Pixar movies]. Toy Story was rendered at [less than 1600x1024]

    Yes, but most Renderman shaders are more computationally complex than most Cg shaders.

    --
    Will I retire or break 10K?
  37. You want HDTV by yerricde · · Score: 2

    Until we get higher res renderings I am sorry but 480 lines of detail is still to little

    Except 480 lines of detail is all an NTSC television can do. (NTSC scans 525 lines 30 times a second, and roughly 45 of those lines are the vblank synchronization signals, closed captions, etc.) If you want more, you're going to have to buy a television with an HDTV tuner. The TV makers are fighting the FCC's mandate to bundle HDTV tuners. Or you can use a computer display with your console, but by then, if you've somehow plugged a VGA monitor into an XBox console, you might as well play PC games. You're just going to have to grin and bear the fact that you're not going to get Miyamoto and HDTV on the same console in the immediate future.

    Besides, what's wrong with 240x160 pixels again?

    --
    Will I retire or break 10K?
    1. Re:You want HDTV by cbodine · · Score: 0

      I know about ntsc and all that but the programmers and publishers need to put out games that can are Res fixxed, just give a option to change res if I do hook it up to a Pc and I like console games verse Pc most of the time and would be willing to buy a VGA adaptor if the games could realy push something over 800X600.

      --
      Dr. Suess: 'Gandalf, Gandalf! Take the ring! I am too small to carry this thing!' 'I can not, will not hold the One.
    2. Re:You want HDTV by martyn+s · · Score: 1

      Yeah, but if they supersampled it, there would be a lot less jaggies. You know, it's interesting, whenever I watch TV, even though there are only 480 lines of detail, I never see ANY jaggies! Amazing! And I seriously doubt your claim that the next generation consoles will not support HDTV.

  38. Isn't his face red by Anonymous Coward · · Score: 0

    Tom Duff to NVIDIA, 2 years ago: "It will be 20 years before you can do TS2 in real time."

    Jen-Hsun Huang, today: "0wn3d"

    1. Re:Isn't his face red by maxwell+demon · · Score: 1

      Well, he probably meant Internet years. They say that in one year of real time, there are seven years going in Internet. Now, 20 Internet years would be a bit less than 3 real years. Therefore he wasn't that wrong, was he? :-)

      --
      The Tao of math: The numbers you can count are not the real numbers.
    2. Re:Isn't his face red by Anonymous Coward · · Score: 0

      I agree with this post.

  39. How about we use these graphics for the interface? by HanzoSan · · Score: 1, Flamebait



    When is linux going to catch up to OSX?
    Microsoft is currently planning to launch a new powered up interface, OSX is coming with jaguar, what is linux doing? Oh right.

    They are still working on alpha channel lol.

    --
    If you use Linux, please help development of Autopac
  40. What realtime can do, brute force can do better. by iamnotaclown · · Score: 2, Interesting

    Don't expect to see nVidia- or ATI-rendered imagery on the big screen anytime soon. Yes, graphics cards are advancing in ability and speed. However, this is largely irrelevant to the world of CGI. No matter how good it looks on a monitor, it's not good enough for film.

    Yes, I'm sure a Toy Story 2 quality film could be rendered on one of these cards. However, by the time these cards come out, TS2 will be nearly 3 years old.

    The vision of the artists themselves is what drives CGI, and no matter how good the real-time solution is, the brute-force computational solution will be better - simply because it doesn't have to be real-time.

    Fast graphics cards definitely make animators lives easier. We (medium-sized visual effects studio) recently switched from SGI Octanes to Intellistations with ATI FireGL 8800s running Linux. Being able to tumble fully-shaded medium res characters in real-time is sweet. But, it's not good enough, even for TV. And, by the time a card exists that IS good enough, the bar will be much higher.

    This is what Pixar's Photorealistic RenderMan does RIGHT NOW. link

    Now show me that in real-time and I'll marry your ugly Aunt Hilda.

  41. ugh by tux-sucks · · Score: 5, Insightful

    I get sick of hearing this crap. "When will my graphics card be able to do rendering?!", "When will my graphics card be able to display pixar-quality rendering?!", "When will my graphics card be able to put out graphic realism?" ect, ect, ect.

    This is a bunch of crap. By the time your playstation 6 or ge-force 7 or whatever the hell it's going to be gets to a point where it can run enough cycles to achieve toy-story quality pictures in real time (which is still years off) the bar will be raised again for cgi.

    Just as moores law doubles technology, the technolgy of rendered cgi doubles. Think back when cray supercomputers rendered frames and took about an hour a frame for untextured geometry with little of the properties that are avaliable today. Today, the images still take 1 hour a frame, even though the technology is billions times faster. Why is that? Because cgi artists will continually pump in as much as they can per frame. If it took 20 minutes last year, it's going to take 20 minutes this year because studio x is going to add some new thing that improves quality but still retains their time margin.

    Do you honestly think that gpu's are going to be able to achieve real-time radiosity in next couple years? Real time raytracing like renderes have now? Hundreds of thousands of blades of grass with no tricks? Individual hairs? Do you think that will happen anytime soon? Perhaps sometime - but when it does pre rendered images will feature something new that real-time can't match. Face it - real time graphics will never replace the quality of pre-rendered.

    1. Re:ugh by Anonymous Coward · · Score: 0

      You obviously have not seen the Java3D specification.

    2. Re:ugh by Nameles · · Score: 1

      IIRC, the GeForce4 Ti4600 can already render FF:TSW in real time, so aren't we already half there?

    3. Re:ugh by Cirvam · · Score: 1

      You have a link to that? That sounds pretty cool if so. Is it in the same resolution and level of detail?

    4. Re:ugh by Freedom+Bug · · Score: 2

      We won't see real-time in state of the art for years, but we are starting to see convergence:

      Ie, it used to be 1 hour per frame. In the future it might be several seconds per frame. But it won't be 25 per second, not until we can do physical modelling on the human body at just a bit higher than the cell level at real time will Hollywood agree that real-time is good enough.

      Bryan

    5. Re:ugh by jthill · · Score: 1
      If it took 20 minutes last year, it's going to take 20 minutes this year because
      That's true of weather simulations and such, because chaotic systems require infinite precision to model accurately.

      It's not true of generating images: there are very definite limits on what the human eye can perceive. For instance, a spectrum with three spikes in fixed locations can trick us into thinking we're seeing damn near anything. We're not yet good enough at tickling electrons to fool it completely, but there's nothing saying we can't, and lots of demos that we're already close.

      Two years sounds about right to me.

      --
      As always, all IMO. Insert "I think" everywhere grammatically possible.
    6. Re:ugh by Nameles · · Score: 1

      A rather intelligent (by universal standards you could say) coworker of mine was telling me this when we were discussing video cards, I'll ask him next day I'm on about it.

    7. Re:ugh by Ziviyr · · Score: 1

      I've gotten impatient.

      HERE! :-)

      --

      Someone set us up the bomb, so shine we are!
  42. As a CG person... by Frobnicator · · Score: 5, Insightful
    ... I can tell you that for the forseable future, realtime movie-quality 3D is out of the question. PERIOD

    While it isn't addressed in the article, there are a LOT of things that need to be handled in the hardware that just isn't there.

    • Orders of magnitude more polygons. Artists want more polys. I personally would want at least four polys per pixel at any view, just to make sure that the rendering would be correct.
    • Raytracing and Radiosity. Both of these have been proposed in realtime, there is a realtime ratracer (RTRT, google on it) and Realtime Radiosity is a siggraph paper (look it up, too.). BUT they only work with limited numbers of objects. They need to work with the number of polygons given above, and they can't.
    • Lights and light maps. Current video cards are limited to just a few lights. The latest generation can only do 8 lights. That works for games, Quake uses just a few and artists hate being limited to them. The video cards would need to handle thousands of light sources, and be able to process light maps (for shadows) in realtime.
    • Textures. Currently we use textures to hide the fact that we don't have detail. But as long as that detail is missing, things will look bad up close. The 'ideal image' is not a wireframe with a texture draped over it. The 'ideal image' is based completely on the vertex lists. To build a model at the right detail, each pixel in the texture would need to be replaced with a vertex, including color and other material properties, normals, edges, etc. So each value goes from a 32-bit RGBA color entry to a fairly big (about 1000-bit) structure.
    • RAM and BUS speed, and model size. Once we have these massive scenes, we have the bottlenecks of RAM and the system bus. We have always fought these in graphics, which is why the push from ISA to PCI to AGP. Trying to make the graphics better will just compound the problem.
    The facts are that these won't go away. We will continue making texture mapped wireframe models for the near future. By the time the graphics card industry can do realtime what movie studios do in months today, the movie studios will be playing with the ideas above.

    A perfect rendering system is almost near-infinite recursive, requires infinitely detailed models, and takes a long time to render. We can't do the infinite perfect system, but we can tell our artists to let it run for about an hour per frame. That means 'no realtime top of the line movies', no matter what.

    frob.

    --
    //TODO: Think of witty sig statement
    1. Re:As a CG person... by Anonymous Coward · · Score: 0

      I generally agree with what you're saying but why do you need 4 polys/pixel? That is exactly what causes sparkling and is the reason things like mip-maps and other LOD methods were designed to stop.

    2. Re:As a CG person... by NeMon'ess · · Score: 2

      Well why don't you just demand to render reality while you're at it? Insist on calculating the molecular makeup of each splinter of wood. Really, explain to me why 1 poly per pixel is so much worse than 4 poly/pixel. I doubt even Monsters Inc. had 4poly/pixel.

      What scene requires 1000 lights? Rendering spiderman swinging from a Manhattan building and every light through the windows accurately rendered? Please. In the recent /. interview with the FX guy he made it clear Hollywood uses reality when it suits them, and fakes it when it doesn't. Time and money often are reasons for fakery. 1000 individual lights is completely not needed, even the 1000 flourescent tubes in the computer lab I'm typing from could be faked easily. As for textures, RAM and Bus speed, if you read the article you'd see DX9 helps fake high poly models by combining a lower poly model with displacement maps.

      Movies aren't perfect either, see the foam columns in the Matrix lobby. Rending movie quality in real time isn't about rendering a scene perfectly, its about making our eyes think its perfect. So in ten years assuming Texas Instruments doesn't have a gargantuan breakthrough allowing for 10,000 by 18,500 pixel projection, realtime top of the line could be possible.

    3. Re:As a CG person... by Anonymous Coward · · Score: 0



      Oops, context error. I thought you were a computer GENERATED person....

    4. Re:As a CG person... by Pseudonym · · Score: 2
      Well why don't you just demand to render reality while you're at it?

      Nobody in the entertainment industry wants to render reality. That's because there is nothing at all real about movies.

      No scene has 1000 lights, by the way, unless you're generating lights automatically from a HDR light probe image. We're talking on the scale of a hundred or so here, compared with the ten or so which modern video cards can handle.

      I doubt even Monsters Inc. had 4poly/pixel.
      alking on the scale of a hundred or so here, compared with the ten or so which modern video cards can handle.

      BTW, a hundred or so lights is not uncommon on a big traditional movie set, either.

      I doubt even Monsters Inc. had 4poly/pixel.

      Actually, Monsters Inc ran at some

      Actually, Monsters Inc ran at somewhat over one polygon per pixel. PRMan dices curved primitives down to one polygon per pixel as part of the rendering process. The figure is configurable on a per-object basis, and it's automatically less for highly blurred objects (e.g. objects which are out of focus or moving), but this is made up for by culling around silhouette edges rendering more layers.

      Of course, more geometry than this actually goes into the pipeline. About 2Gb gzipped is a typical size, according to Tom Duff; more if there's a lot of LOD (e.g. the room full of doors).

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
    5. Re:As a CG person... by Pseudonym · · Score: 2
      That is exactly what causes sparkling [...]

      God no. Not in a high-end renderer. That's what proper filtering is for.

      --
      sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  43. This might just... by Mulletproof · · Score: 2

    ...Bankrupt Hollywood since it'd put actors, grip boys and other essencial film personnel out of work since CGI actors don't need pay! ...Or did I just read something like this a couple stories back? Naaah.

    --
    You need a FREE iPod Nano
  44. [Trolling Stones] LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOL by Anonymous Coward · · Score: 0

    Dude, that rocks out. I give you full credit, a complementary nut-sack emptying, a goatse link, a free subway coupon for half price off a footlong sub, a rodney dangerfield thumbs up of approval, and lastly, a salute in my jay-z-based goatse signature. Goal!

    g to the oatse
    c to the izzex
    fo shizzle my nizzle the way, what're you is the master of all troll responders.

    oh yeah, the answers in case you are interested
    1) Machinehead
    2) Little Things
    3) Let The Cables Sleep
    4) Glycerine
    5) Comedown

  45. Mod this up by Animats · · Score: 2

    He's right. This is a duplicate story, and the person who pointed that out was modded down.

  46. When will we have alpha channel effects in linux? by HanzoSan · · Score: 2



    Graphics cards are fine but when will linux actually use the power of these cards? I want to see this on my interface. I want the KDE team to do it and I'm willing to pay money.

    --
    If you use Linux, please help development of Autopac
  47. mesa is 1.3 not 2.0 by Anonymous Coward · · Score: 0

    umm like the title said

  48. shaders are cool and everything.. by dmouritsendk · · Score: 1

    But as far as i can understand from the article, they still are'nt raytracing the light. Which is oftenly used in movies etc. for über precise ligting effects.

    Also, most professional 3d renderes are already offering radiosity rendering. Which are even more realistic/precise.

    I cant grasp how people think that realtime rendering will get on par with pre-renderings? The pre-rendering programs are evolving to you know, all these gamers suggesting that RT graphics soon will be as realistic as prerenders are kinda like the 4 year kid who thinks he will be older than you in 18 years.

    1. Re:shaders are cool and everything.. by topham · · Score: 2

      If, in 2 years, I can play a game that looks as good as Final Fantasy (the movie) I don't care how advanced rendering is for the movie industry.

      I'd still be impressed by a 'movie' done with such a render.

    2. Re:shaders are cool and everything.. by furiousgeorge · · Score: 2

      >>But as far as i can understand from the >>article, they still are'nt raytracing the
      >>light. Which is oftenly used in movies etc. for
      >>über precise ligting effects.

      Nonsense. 95% of movies and movie effects are rendered with PRman which doesn't do raytracing at all.

    3. Re:shaders are cool and everything.. by Anonymous Coward · · Score: 0

      well I'm 31 so he'd still be 9 years younger than me .... BOOM BOOM!

    4. Re:shaders are cool and everything.. by dmouritsendk · · Score: 1

      Here's a quote you should read:(from pixar.com)


      "RenderMan® Release 11 significantly extends the range of creative possibilities available to rendering professionals through its support for ray tracing, global illumination and deep shadows. These important new features, combined with significant performance gains, represent a major enhancement to the 3D rendering system widely recognized as the industry standard for film and video production."


      And btw. if anything is nonsense, its you claim that 95% of all movies are rendered with renderman.

      take a look at:
      http://www.pixar.com/renderman/artist_tools/what sr enderman/movies.html

      also notice that they STATE if the render isnt used, like on 2002s finalfantasy. Which used renderman as you can see on the top link

      and then take a look at:
      http://www.lightwave3d.com/product/projects_l ist.h tml

  49. Re:How about we use these graphics for the interfa by HanzoSan · · Score: 0, Flamebait

    How dare you label me as flame bait, FUCK YOU!

    Now that is an official flame. I've earned my label.

    --
    If you use Linux, please help development of Autopac
  50. Re:Movie-class CG? Yeah, right by StillAnonymous · · Score: 1

    Take a look at the new Radeon 9700 demos and when they come out, the NV30 demos. Simply amazing. Especially the lighting demo with the rotating glass orbs in the forest.

    It looks realistic where as all the Pixar stuff looks like a cartoon.

    In a few years, you will be eating your words.

  51. how about OPEN GL Interface? by HanzoSan · · Score: 2


    Dont you think we need openGL interfaces by now?

    --
    If you use Linux, please help development of Autopac
    1. Re:how about OPEN GL Interface? by Dark+Paladin · · Score: 2

      To be totally honest - Huh? I don't get what you mean by your question.

  52. Really? by zenyu · · Score: 2


    Tell me one feature in DirectX 8.1 that isn't supported in the nVidia OpenGL 1.3 drivers?

    none? It's because OpenGL was designed to be stable but extendible. It's sort of like the x86 instruction set which still contains BCD instructions from what the 4004?

    They haven't had to go to a version 2.0 because it's easy to retain backward compatibility yet keep up with the newest cards with the extension mechanism. Microsoft started with such a brain dead design that they have needed several complete rewrites. Remember OpenGL went through all those early years as IrixGL a closed beasty like DirectX.

    Version 2.0 depends on hardware that does not yet exist, requiring if-then-elses to be allowed in fragment programs. It includes a compiler for the vertex and fragment programs, which have equally powerful instruction sets. DirectX exists because Microsoft marketed heavily to game writers at the right time and simplified other things like joystick and sound control. To unless you have your own in house libraries for those you pretty much have to use DirectX for a Windows game, whether you use it for graphics or not.

    1. Re:Really? by Anonymous Coward · · Score: 0

      To unless you have your own in house libraries for those you pretty much have to use DirectX for a Windows game, whether you use it for graphics or not.

      Uh, ever hear of a little project called SDL?

    2. Re:Really? by Xzisted · · Score: 0

      True, the extensions have worked really well up until and through DirectX 8.1. Where the problem is really going to occur is when DirectX 9.0 comes out in a month or so and has built in Shader support (commonly referred to as HLSL). I read (I believe on either Tom's Hardware or Reactor Critical that the OpenGL spec will not work with just an extension for this, but that OpenGL 2.0 will solve this problem (due to the fact that it will have its own built in shader language [which is something an extension alone wont solve] and wont have to require HLSL or Cg).

      Now, don't get me wrong, I like the idea of a unified standard (the failed Farenheit from SGI anyone?), but unless (and you have no idea how much I want this to happen) game developers start making OpenGL games instead of DirectX games (and Carmack alone can't change that) then OpenGL will be dropped from the gaming arena.

      Version 2.0 depends on hardware that does not yet exist...

      The ATI 9700 is a DirectX 9 compliant card, which means that the hardware now does exist and is being sold to users. None of the new features are being utilized yet in games but there is something to be said about being first to market (and MS will be the first to market with an API that supports the new features with DirectX 9).

      --

      Honesty may be the best policy, but apparently by elimination, dishonesty is the second best policy.
  53. Realtime graphics will not be about realism. by crandall · · Score: 1

    The content creation time for realistic realtime graphics is prohibitive. The further in to the future we get, the more realtime graphics (especially games) will lean towards stylization, rather than realism. Not only that, but no matter how 'real' graphics get, it's unlikely that they'll fool the human mind.

    In the end, rather than everything looking the same (real), things will spread out and go with more of an artistic look. The better hardware gets, the more stylization will be required to make your realtime app stand out compared to all the others.

  54. Where do I get one? by paganizer · · Score: 1

    I'm not really sure exactly what they are talking about here.

    I am trying to get a new career started doing animation (wishful thinking, probably) since I can't find employment in the Uber-geek field anymore.....

    Anyway, here is the link to a tripod page with 2 of my animations on it; the first listed is 3 minutes, and took me about 3 weeks to do; It takes a AMD XP1700+ about 6 hours to render 180 frames at 704x480 res, and any decent animation is going to be at that level or better.

    I've worked with professional rendering farms, that employ multiple network linked PC's each doing a little bit of the job...and you get a direct linear reduction in time for each CPU involved. How is it possible that a single graphic processor can do all this work?

    and if it IS possible, where do I get one?

    P.S. if you think the animations are decent, I would love the feedback. If you think they suck, well, shut the fuck up, ok?

    Enjoy Freenet & Frost while you can.

    --
    Why, yes, I AM a Pagan Libertarian.
  55. Moreover by Anonymous Coward · · Score: 0

    the reason why many of our games look so good is because a large amount of prerendering occurs to give the graphics card the textures that it combines together. That information is not calculated on a frame-by-frame basis, as it would be in a movie-class raytracer.

  56. These problems are fixable by Animats · · Score: 5, Informative
    • Orders of magnitude more polys
      You only need all that detail for nearby objects, which is what subdivision surfaces and level of detail processing are for. With procedural shaders and bump mapping, you don't need that much for most surfaces. The detail may be there in the model, but only a small fraction of it needs to go through the graphics pipeline for any given viewpoint. Given that pixel size is finite and human vision has finite resolution, at some point you max out.
    • Radiosity
      For fixed lighting, you can do radiosity in realtime. (Check out Lightscape, now called 3D Viz.) The radiosity map only has to be recomputed when the lights move. Mostly this is used for architectural fly-throughs. Of course, Myst and Riven are basically architectural fly-throughs. (They're rendered with multiple hand-placed lights in Softimage, though; when they were made, the radiosity renderers couldn't handle a scene that big.)
    • Textures vs. geometry
      I tend to agree, but at some level of detail, you can render geometry into a texture (maybe with a bump map) and use that until you get really close. Microsoft prototyped a system for doing this automatically a few years back, called Talisman. Talisman was a flop as a graphics card architecture, but as a component of a level of detail system, it has potential.
    • RAM and bus speed
      Moving around in a big virtual world is going to require massive data movement. But we're getting there. This may be the driver that makes 64-bit machines mainstream. Games may need more than 4GB of RAM.

    Rendering isn't the problem, anyway. Physics, motion generation, and AI are the next frontiers in realism.

  57. Y'all are missing the point here by DG · · Score: 5, Interesting

    Man, you can tell at a glance who read the article and who didn't.

    I'm going to simplify a great deal here to try and boil this down to the essence. John Carmack please feel free to correct any mistakes I make.

    Up to this point, the imagery coming out of the gaming graphics cards has been limited by the hardware design of the cards. The feature set implemented by the cards limits how complicated you can get with the details in the final image.

    Note that we're not just talking about simple things like pure polygon counts. Film Industry CGI isn't of higher quality just because they throw more polygons at the problem; they have all kinds of highly complex shaders that can generate special textures without changing the number of polygons in the model - if you saw the "special features" on the Shrek DVD, you can see this at work with Donkey's fur.

    Rendering all these extra shaders is CPU expensive, which is why the big animation houses have big render farms.

    But two things have happened that stand to change that.

    The first (and the most ingenious) is that it has been discovered that you can compile any shader into a series of OpenGL language commands. The tradeoff is the number of passes through the pipeline that implementing a given shader may require may well be a large number - but even so, any shader currently in use by a Hollywood Mouse House can, in theory, be compiled into OpenGL and executed on any OpenGL card.

    And here's the really cool part - rendering in OpenGL is many times faster than doing it in software on a general-purpose CPU. Many, many times faster.

    Secondly, the biggest problem with trying to crank Shrek through your GF2MX400 (assuming you've compiled all the shaders into OpenGL) is that each shader may require 200 passes, but the data structures inside the card lack precision - either not enough bits as a float, or perhaps not even floats at all, but integers.

    That means the data is being savaged by rounding errors and lack of precision during each render pass. It's like photocopying photocopies.

    BUT, the latest generation of graphics chips have the necessary precision to do 200-pass rendering without falling victim to rounding errors.

    Combine these two things together, and you can quite literally take a frame from Shrek, with all the crazy shaders, compile it to OpenGL, and render the frame on your GF6-whatever **faster than the native render platform**

    A very good deal faster than the native render platform.

    Is this "Shrek in real-time"? No, not by a long shot. But it may well be "Pixar's renderfarm in a box".

    Now, as Bruce pointed out, having Pixar's renderfarm in a box doesn't make you Pixar. There is still a requirement for artistic talent. But all that cheap extra horsepower may well mean that the quality of CGI is going to explode for those talented enough to make use of it.

    How will this affect games? It makes a bunch of shader techniques that were previously availible only to the movie industry possible within the framework of a game. And it divorces, somewhat, the game visuals from the card's hardware because these shaders are executed as general-purpose OpenGL instructions, not as dedicated hardware on the card. If you, as a game designer, can write a "fur shader" that runs in few enough passes to meet real-time output timings, then you get fur on your model, even if the card doesn't have a built-in "fur shader" or "fur engine".

    THIS is why this is all such a big deal. The amount of quality per mSec of render time is about to explode.

    Cool stuff!

    DG

    --
    Want to learn about race cars? Read my Book
    1. Re:Y'all are missing the point here by Have+Blue · · Score: 2
      A very good deal faster than the native render platform
      However, as Tom Duff asked in a rebuttal, is it really 800,000 times faster? And can the PC it's in feed it the 500MB of data per frame it would need to achieve that performance?
    2. Re:Y'all are missing the point here by PyrotekNX · · Score: 1

      Real time movie quality will come to pcs. But the amount of time is highly questionable. As the technology develops to create more realistic looking scenes; the amount of rendering time will increase.

      Right now movies rendered entirely in CG are not even close to looking realistic. Final Fantasy was not that long ago and the quality still looks cartoonish. IMHO I believe we are only ~1/2 way to the goal of having rendered video that can contend with live action scenes.

      At this time we are able to create quasi-realistic buildings, machines, water, and terrain that are believeable looking. But we are still not even close to being able to create believeable looking actors completely in CG without going through a large amount of work making copies from real actors. It takes more time to do motion capture and inserting CG actors into space then it does to shoot live scenes. The ability to create complete CG actors with their own voices is at least 50 years away. If speech synthesis was parallel with graphics development; we would still be in the "Tron" age. The training of the CG artists will also have to increase at the same rate of it's development. Right now working with CG takes many years to learn and a lifetime to master. The real bottleneck is going to be the people.

      As far as being able to render games in photoquality.. that will probably be close to 20 years behind the CG market. Right now it is possible to render Tron-like scenes in real time. Tron is 20 years old from it's release date. There was probably a couple of years putting the whole movie together with the graphics. So if the CG market expands at a steady pace and takes at least 20-50 years more to mature; we should be seeing real life animations in about 70 years in games unless some major breakthrough occurs.

      Another aspect may be that the first 3d cards came out in ~1996 and doubles the speed every 9 months or so which is moore's law squared. Some major breakthroughs have come about and are on their way that may greatly accelerate the speed needed to do real time graphics that are about the same quality of toy story 1 within 10 years. In 10 years the quality of rendering may begin to reach an apex due to the fact that less breakthroughs are possible to create a more realistic scene. Home based hardware may be able to be able to create a realistic movie that can be rendered quick enough to have acceptable looking movie within 10 years. But in no way will this mean that your average Joe will be able to create their own home-brew movie that will be able to compete with the media cartels. Movies not only need much effort into drawing up a screenplay, casting, picking a location, etc etc. but it also requires the ability to create a believeable movie that someone would be interested. 99.99% of the gerneral public does not have the skills, talent, or the drive to create a movie. There won't be any real change 20 years ago than there is today in the movie industry. There will be job shifts, but nothing out of the ordinary. Anyone who knows anything about film will tell you that it takes a lot more than pretty graphics to make a movie. There are many movies out there that are good and don't have or need any computer graphics at all.

      While it might take 20-50 years for it to fully mature; CG will be very believeable in most applications. Most of the applications now are to insert rendered scenes into live action scenes which are done today beautifully. The Lord of The Rings movie proves that such a thing is possible.

      Making games that are photo-realistic is a hit or miss thing. For many kinds of games; good graphics are not only unnecessary, but deter and distract the user from playing. Puzzle games like Tetris have proven this fact. The later Tetris games have many annoyances such as different sounds, music and videos play for different levels. The games that will benefit the most from this are RPGS and FPS'. RPGS and MMORPGS like EverQuest, Ashernon Online, and Anarchy Online are already more addicting than crack, nicotine and heroin combined. The graphics for EverQuest are very primitive, yet still capture a person's imagination enough for them to forget about reality and do nothing but play the game. Games are becoming more and more about how good their graphics are and nothing to do with the gameplay itself. Games completely devoted to graphics have proven time and again in many studies that they don't promote mental stimulation, but decrease the activity in the brain causing brain to atrophy and regression in people to the point where they are complete zombies. This will make a person completely dependant on the games they play and will not be able to function normally in society. The process has already begun in many people. Instead of these people going out and exploring all life has to offer, they are at home or in cyber cafes wasting their lives on someone elses dreams and visions. There will always be a large part of the population that will depend on other's ideas. Gaming will become more and more like a religion. While the interest into religion may wane, the interest in playstations, xboxes and geforces will wax.

    3. Re:Y'all are missing the point here by uid8472 · · Score: 1

      The graphics for EverQuest are very primitive, yet still capture a person's imagination enough for them to forget about reality and do nothing but play the game.

      I think there may be some priot art here...

  58. Re:How about we use these graphics for the interfa by Anonymous Coward · · Score: 0

    This is flamebait because you're making fun of linux and taunting the linux users. Perhaps you really want to know the answer, but making fun of linux still working on the alpha channel doesn't help your case. You ought to be modded to 0.

  59. What Hollywood Really Fears ... by FreeUser · · Score: 5, Interesting

    ... isn't the "rampant piracy" Red Herring they've been feeding the press and their tame politicians in Washington, D.C., it is the possibility that anyone who does have a story to tell will be able to make a quality movie with nothing more than their home PC and a little time.

    Suddenly we don't need studios, we don't need actors, and we don't need tens or hundreds of millions to produce a blockbuster movie. And with the internet to distribute the material on, we don't need their distribution network of cinemas either.

    The most important talent they rely on is not skill in computer imagery, but skill in telling a compelling story using all of the tools of the visual idiom. This is what most people don't have, and it is an essential element to producing good film.

    Like musicians using home-studios to record music, without talent this will go largely unusued, or, more likely, there will be a lot of less-than-good material out there ... a state of affairs the mimicks the current, cartel-controlled situation rather well, actually. Even if only 1 in 100,000 has the story telling talent to put together a good film, that would amount to 2,800 potent competitors to the media cartels.

    Musicians really don't need million dollar studios anymore to produce an album, and while this means a lot of junk is pressed onto CD, it also means a lot of musicians are able to produce and market their music outside of the RIAA's cartel, through mp3.com and elsewhere. Hollywood doesn't fear the napstersization of their medium nearly as much as they fear the mp3.com-ization of it, and competition with a few thousand talented people not on their payroll.

    This, I think, is why we are experiencing such an onslought of attempts through legislation and back door regulation via the FCC and a little known "standards" body called the BPDG to take both the internet, and general computers, out of the hands of private citizens.

    It isn't about 'piracy,' it is about competition, and they don't fear competition from 'everybody' so much as they fear general access to the tools, which means those talented persons not a part of the cartels would be able to compete for viewership and marketshare on a level playing field with the big studios.

    And that is something they simply cannot abide.

    --
    The Future of Human Evolution: Autonomy
    1. Re:What Hollywood Really Fears ... by Anonymous Coward · · Score: 0

      Actually, I think that if 1 in 100,000 had the talent to write a story, there would be over 60,000 potent competitors, not 2,800. f00

    2. Re:What Hollywood Really Fears ... by Eric+Damron · · Score: 2

      "Musicians really don't need million dollar studios anymore to produce an album, and while this means a lot of junk is pressed onto CD, it also means a lot of musicians are able to produce and market their music outside of the RIAA's cartel, through mp3.com and elsewhere."

      Unfortunately, MP3.com hasn't produced any great victories over the RIAA. Like it or not people are generaly too cheap to pay for anything that they can get for free. If you don't believe me look back on all of the "hell no I won't pay..." posts that were posted right here on /. when Mandrake requested help.

      The sad fact is that most people are too self centered and short sited to pay money unless forced to do so.

      --
      The race isn't always to the swift... but that's the way to bet!
    3. Re:What Hollywood Really Fears ... by Anonymous Coward · · Score: 0

      The moment people are not required to own credit cards, or pay via paypal and its like, is the day more commerce will happen on the Internet.

      To this end I must applaud American Express and their "one time" credit card numbers. (Even if you do have to own the evil that is a credit card to use the service).

    4. Re:What Hollywood Really Fears ... by FreeUser · · Score: 2

      Unfortunately, MP3.com hasn't produced any great victories over the RIAA. Like it or not people are generaly too cheap to pay for anything that they can get for free. If you don't believe me look back on all of the "hell no I won't pay..." posts that were posted right here on /. when Mandrake requested help.

      And yet, I own several CDs of artists I discovered, and purchased, through mp3.com.

      Even more interesting, the Free Blender Campaign just passed the 80,000 mark, or 80% of the amount needed to purchase and GPL the source code from the Blender holding company.

      Clearly people are willing to pay, when they see a benefit, indeed, even when they can get things for free. With Mandrake, many didn't see a benefit (though even there, many others did).

      The sad fact is that most people are too self centered and short sited to pay money unless forced to do so.

      There are other solutions. The fundamental design of the internet, for example, shares the cost of propogating information between the sender and the receiver. In other words, the basic design of TCP/IP is P2P in nature. Unfortunately, the HTTP protocol was designed in a client-server manner, placing the bulk of the cost on the providor and making the cost not scale gracefully as demand rises. Ditto for ftp.

      Contrast that with SMTP and even NNTP, as well as FreeNet. The "Free Speech" aspect of the internet depends in no small part on the "Free Beer" aspect of the internet, or, more correctly, on the balance of cost shared between sender and receiver (i.e. if "free speech" is expensive, only the wealthy will have freedom of speech, and the value of that freedom will become negligable to the common person).

      Once FreeNet, or another P2P application level infrastructure is in place, with solid search capabilities and HTML-like facilities, we may be able to return to a state of affairs where costs are shared naturally, and popular sites like slashdot are no longer incredibly expensive to run because bandwidth costs are shared and distributed across the entire network, among all those who read the content equally.

      This is why P2P is so important, and must be preserved from the depradations of the Copyright Cartels. Not for inane, juvinile file trading, but to fix the bottlenecks of the internet and to keep the medium free and accessible for all to use, regardless of wealth.

      --
      The Future of Human Evolution: Autonomy
    5. Re:What Hollywood Really Fears ... by Eric+Damron · · Score: 2

      "And yet, I own several CDs of artists I discovered, and purchased, through mp3.com."

      And you are the exception. I and all of my friends own none.

      "Even more interesting, the Free Blender Campaign just passed the 80,000 mark, or 80% of the amount needed to purchase and GPL the source code from the Blender holding company."

      Interesting that you mention Free Blender. Free Blender is the 3D rendering program that was owned by a company that went bankrupt due to the very attitudes that I talked about. I hope that Free Blender does go GPL so that we don't loose this fine product but it's not been a great success proving that voluntary contributions work. Conversely, it is a good example showing that what I have said is true.

      "Clearly people are willing to pay, when they see a benefit, indeed, even when they can get things for free. With Mandrake, many didn't see a benefit (though even there, many others did)."

      No, its not "clear" at all. What is clear is that most are unwilling to pay. If you read the posts that I was talking about you'll see that "seeing the benefit" had nothing to do with not paying. People just didn't care to pay. More than one poster said something to the effect of "I use Mandrake but I won't pay for it as long as I can get it for free."

      Obviously they found Mandrake useful, the fact that they use it proves that but they had the mentality of a blood sucking leaches.

      "There are other solutions. The fundamental design of the internet, for example, shares the cost of propogating information between the sender and the receiver. In other words, the basic design of TCP/IP is P2P in nature. Unfortunately, the HTTP protocol was designed in a client-server manner, placing the bulk of the cost on the providor and making the cost not scale gracefully as demand rises."

      I work in a small shop where I am a programming/network specialist so I understand all about TCP/IP, P2P and HTTP. When I was in college they told us that there were two ways to get through school. 1. Dazzle them with data or 2. Buffalo them with bullshit.

      No offense but your statement didn't dazzle me. It's rather a non-statement. Yes, HTTP is used by web servers (Apache, IIS, etc) to communicate with web clients (Modzilla, Netscape, etc) but it is the program itself that determines if it is a P2P application, not the protocol that it uses. You could for example create a P2P program that used HTTP to communicate. Not very efficient but it would still be P2P.

      As far as cost sharing goes, I don't think that your statement makes any sense. Sure, it costs companies money to do business on the internet. The cost of the physical servers, the software (If they are using Microsoft anyway.) and the cost of system administrators, and employees to provide content. But what is the alternative and why would it be better? The fact that companies spend a significant about of money to do business on the internet does not effect me unless they pass the expense onto me. However, I have found that the internet makes shopping around for the best buy very easy thus driving down the prices. Would you suggest that we go exclusively P2P? That may be fine for MP3's (If you ignore the obvious problems of having the artists paid for their efforts.) but what about products that simply cannot be transmitted over the internet. Amazon.com for example sells books etc. Web servers/clients meet my needs quite nicely in these cases, thank you very much.

      What do you mean by your statement that costs don't "scale gracefully as demand rises?" The statement does not make sense. Yes, if a company needs greater bandwidth it will cost them more. So what? Again, P2P is not going to get me a new VCR from the electronics store of my choice. Web server/client technology is well suited for the task.

      "Contrast that with SMTP and even NNTP, as well as FreeNet. The "Free Speech" aspect of the internet depends in no small part on the "Free Beer" aspect of the internet, or, more correctly, on the balance of cost shared between sender and receiver (i.e. if "free speech" is expensive, only the wealthy will have freedom of speech, and the value of that freedom will become negligable to the common person)."

      You're going way off base with these statements. What does a mail protocol have to do with P2P? It is squarely in the realm of client server technology as are news servers. Free speech is not expensive and I don't think it wouldn't be any cheaper if we adopted your suggestions. Although I'm unclear on exactly what it is you are suggesting.

      "Once FreeNet, or another P2P application level infrastructure is in place, with solid search capabilities and HTML-like facilities, we may be able to return to a state of affairs where costs are shared naturally, and popular sites like slashdot are no longer incredibly expensive to run because bandwidth costs are shared and distributed across the entire network, among all those who read the content equally."

      Popular sites like slashdot wouldn't exist in a totally P2P world and the cost to the individual would rise.

      Remember, the costs don't disappear, they get redistributed. If companies like slash.dot and Amazon.com aren't paying the share that they now pay the lost revenues would have to be made up by you and me.

      "This is why P2P is so important, and must be preserved from the depradations of the Copyright Cartels. Not for inane, juvinile file trading, but to fix the bottlenecks of the internet and to keep the medium free and accessible for all to use, regardless of wealth."

      P2P has it's place as do the client/server technologies and no doubt the copyright holder's don't like having their IP stolen. But you haven't convinced me or even communicated to me a better system than we have now.

      --
      The race isn't always to the swift... but that's the way to bet!
  60. first old school rap joke by hyperstation · · Score: 1
    It takes a AMD XP1700+ about 6 hours to render 180 frames at 704x480 res, and any decent animation is going to be at that level or better.

    i guess that means it's Hammer Time!

  61. ATI+directX? by phorm · · Score: 1

    --quote-- Months later, ATI came along behind with its Radeon 8500 chip, which integrated nearly all of DirectX 8's (and the GeForce3's) functionality. --quote-- So why did 90% of my directX games run like crap in XP (randomly died on starting fullscreen) due to ugly ATI drivers for my Radeon AIW? I've had my GeForce4 for a whole week now, and it runs those same games fine...

  62. correction by FreeUser · · Score: 2

    damn it, I hit submit when I meant to hit preview.

    Even if only 1 in 100,000 has the story telling talent to put together a good film, that would amount to 2,800 potent competitors to the media cartels.

    should have read:

    Even if only 1 in 100,000 has the story telling talent to put together a good film, that would amount to 2,800 potent competitors to the media cartels in the U.S. alone.

    --
    The Future of Human Evolution: Autonomy
  63. NVidia's Cg Compiler allows realtime rendering by lub · · Score: 2, Informative

    NVidia has released a compiler for their GPU's, Cg (C for graphics). I had great fun playing with it and see different effects (charcoal, dynamic fur, ...) in real time (pixel & vertex shading). It's even open source :P

    See http://developer.nvidia.com/view.asp?PAGE=cg_main and www.cgshaders.org.

    Sack the sigs.

  64. The Error in Bruce's Assumption by FreeUser · · Score: 2

    Bruse was not arguing that the computer technology isn't there, he was stating the talent inherent in projects such as the one you mention is not hampered by the technology. The guy working on Rustboy is very talented and it shows by him not having to use the latest and greatest computer technology to tell his story.

    The error in Bruce's assumption is the notion that everyone who has talent, or even those most talented, are already working for the studios. In other words, that our society is already benefiting from all of the talent out there through the existing media cartels, and that this tool therefor isn't going to add anything of significance to our culture, at least in the area of film making.

    This simply ins't true. For every artist who claws their way into the cartel through talent, dumb luck, or, most often, connections with those already on the inside, there are hundreds, perhaps thousands, of equally talented people who never make it and are never heard or seen.

    Making these tools generally available won't mean everyone is suddenly a Gilliam or a Spielberg, but it will mean that many of those thousands of talented people whose work we never see, indeed most often is never created, will be seen, will be available, and will be able to compete against the offerings of the studios themselves, a significant portion of which I might point out suck as badly as any amateur material I've seen.

    Who cares if this means a million people produce crap I'd never want to see. If it means 10 people (or, more likely, a couple of thousand) produce good, interesting, innovative material, then our society and our culture have experienced a windfall in artistic work.

    There is also commercial opportunity there (even if all the artists were to release their stuff under Free Licenses of one sort or another, something which I suspect some would do but many would not), for someone to review such works and help those interested find the wheat among the chaff.

    This assumes, of course, that the common person is allowed to have an unfettered, general purpose computer or a bidirectional internet connection, something which those very same cartels are actively trying to prevent.

    --
    The Future of Human Evolution: Autonomy
  65. high-level shading languages by norwoodites · · Score: 3, Informative

    There is already a high-level shading language, even LGPLed, the API is from Apple's QuickDraw3D, it is called Quesa, http://www.quesa.org/. It can sit above any other API, such as OpenGL or Direct3D. It is scene ordinated. It is a pretty cool api, it is a lot easier to use than Direct3D or OpenGL. The file format to save the scene is 3DMF binary or text (XML like); in fact the binary format was appointed to be the binary format for VMRL.

    1. Re:high-level shading languages by Anonymous Coward · · Score: 1, Informative

      Quesa isn't a shading language; it's a high-level scene graph library, like Inventor or OpenRM. Totally different thing.

      Cg is an example of an existing shading language.

  66. Dont look now, but... by coding_ape · · Score: 1
    pixar uses the same hacks to generate their movies. Their renderman is a rasterizer, not a raytracer, just not a scanline rasterizer like hardware units. And they use shadow maps for their shadows, pretty much the same way that hardware does (they have deep shadow maps which arent supported in hardware yet, but the idea is basically the same).

    As for the model complexity, high quality modeling is generally done using higher-order surfaces such as subdivision surfaces or NURBS. Something like renderman then subdivides these down into polygons at render time, which is basically the same capability that we are seeing in the next generation hardware. Not quite there yet, but its not a qualitative difference that you suggest.

    All this is because doing things really right, with full raytracing and global illumination, is too expensive even for production off-line rendering.

    1. Re:Dont look now, but... by Anonymous Coward · · Score: 0

      All this is because doing things really right, with full raytracing and global illumination, is too expensive even for production off-line rendering.

      Not true. Ice Age was raytraced. At the time I remember reading about how their solution was vastly more memory efficient than other movie renderers (such as Renderman) as there was no intermediate polygon stage.

      I'm not sure about global illumination, but that can't be far behind.

  67. Dude, totally.. by Anonymous Coward · · Score: 0

    Then all I'd have to do to get laid is move my cursor crosshair over a sexy lady and press type FSCK on my embedded keyboard input (running linux of course, wouldn't go anywhere without it).

    1. Re:Dude, totally.. by zoydoid · · Score: 1

      dude, you *still* won't get laid.

  68. What's Real and What's Not by duck_prime · · Score: 1
    I just watched lord of the rings and it really is hard to tell real from CG
    That thing where the Balrog has wings -- totally fake. Computer added. Everyone knows that the Balrog doesn't really have wings. I mean he lives underground for Iluvitar's sake.

    Sheesh!
    1. Re:What's Real and What's Not by malevolence · · Score: 1

      And here's the supporting evidence: http://www.glyphweb.com/arda/

  69. Re:They (parent post) forgot to mention... by Ella+the+Cat · · Score: 1
  70. ...as a Real Time CG person. by Phil+Wilkins · · Score: 2

    I have to note that the delta between perfect and good enough is ever decreasing, and the law of diminishing returns is already starting to kick in. Eventually, that extra hour of processing per frame will improve image quality by an imperceptible amount, because the eye and brain have bandwidth and processing limits of their own, and once you've reached them, who cares how much better it gets.

    Oh, and just to have a dig, a good real-time CG artist can generally achieve the same effect that a normal CG artist can, with an order of magnitude fewer resources (poly's, texels, lights), precisely because they have to. It's good to have to work within constraints. Stops you getting lazy...;)

  71. Re:When will we have alpha channel effects in linu by Anonymous Coward · · Score: 0

    ok so go and give the KDE team a few hundred dollars and earmark it towards going to that feature that you want.

  72. Cinelerra-1.0.0 by Anonymous Coward · · Score: 0

    For those of us who want to get into movie processing right now Cinelerra-1.0.0 has just been released :)

  73. My thoughts by novakane007 · · Score: 1

    I thought this was a very fairly written article. He didn't tout one side or the other. He just simply wrapped up all the facts he'd collected and presented them in readable form. As technical as the discussion is, it didn't get bogged down in the blah blah and loose focus. Simple and consise. Kudos to you!

    --

    WURD!!
  74. hm by prmths · · Score: 1

    i'm sure that a good amount of linux users out there these days have a machine capable of hardware acceleration (with the exception of certain laptop graphics cards which have shitty support of GL)
    I've often wondered why there isnt a GL based window manager or even all of X be GL accelerated with the right drivers.. wouldnt that solve most of the alpha channel problems and overall video speed issues that some people always complain about?

    It'd be nice to design a whole new gui subsystem that does only local stuff.. maybe have an X capable module that you add on to the main system for backwards compatability and remote stuff.
    a new gui system is far overdue .... Add a few more framebuffer drivers to the kernel and make them more functional (change vid modes on the fly, support alpha, gl, etc
    have just a window manager on a framebuffer-- have all programs use the window manager for gui widgets

    maybe i'll make one :)
    libsdl supports both X and framebuffer (as well as almost everything else)
    although i get tons of flickering on certain video cards in framebuffer...

    I've already made a nice OS/X style interface for a game i'm working on (actually remake -- ultima 0-6 http://ucr.exahost.net -- crappy site.. nothing up for download yet just screenshots - dont slashdot me TOO bad! ;) )

  75. I'VE GOT AN IDEA!!!! by purrpurrpussy · · Score: 2, Funny

    Can we simulate all the lawyers and bean counters and keep the actors please??? ;->

    PPP

    --
    "None of this shit works" -W.Shatner
  76. Short answer: yes by SeanAhern · · Score: 5, Informative

    Do you honestly think that gpu's are going to be able to achieve real-time radiosity in next couple years? Real time raytracing like renderes have now? Hundreds of thousands of blades of grass with no tricks? Individual hairs? Do you think that will happen anytime soon?

    I used to think as you do. That was before I got a large amount of education while attending Siggraph this year.

    At Siggraph, I saw a live demonstration of a real-time raytracer that was also computing a diffuse interreflection solution (radiosity-like, for those who don't understand) on the fly. I also saw a real-time recursive raytracer written by Stanford researchers that was implemented in a GPU's pixel shader. There is currently research on displacement map "textures" that could conceivably let you render thousands of blades of grass or individual hairs without having to send all of that geometry down the AGP bus.

    All of these things blow the doors off what people think a graphics chip can do. Your post would have been accurate last year. Not now.

    I will agree with one point: software-based rendering will always be able to compute certain effects that will be difficult or cumbersome to do in a GPU. But I'll also claim that the gap is dramatically shrinking.

    I'll also say that the two techniques are not really in conflict. You can use them both in conjunction with each other. You can use a hardware-accelerated Z-buffer to help a raytracer determine first-level occlusion. You can use a raytracer to generate textures and maps for a GPU. In the future, we will see both techniques used to compliment each other.

    1. Re:Short answer: yes by tux-sucks · · Score: 1

      Are you referring to nVidia's demonstration with the car reflecting the texture map wrapped around it? When I saw that and many other gpu technologies there, I was quite impressed, and I will agree with you that the new gpu technologies at siggraph could potentially revolutionize the role of the gpu. But I believe these are still baby steps to what will need to be acheived to realize true raytracing, true radiosity, ect. Many of these techonolgies are still in the tricks and hacks stage that has created almost every real time effect we've seen so far. No doubt it is still very exciting to see the improvemnts, but to achieve the same quality as pre-rendered? - I'm not quite sure yet if I'm going to jump in that pool.

    2. Re:Short answer: yes by SeanAhern · · Score: 2

      car reflecting the texture map

      No. That should be able to be done with normal environment mapping (if I'm understanding you correctly).

      I meant a lot of the demos that I saw in the "When Will Ray-Tracing Replace Rasterization" panel on Tuesday. The first presenter (Philipp Slusallek from the Universitat des Saarlandes) was showing an app that raytraced a conference room in real time. It would progressively recompute the diffuse interreflection solution whenever you changed the position of the chairs and such. It was also running interactive on the show floor at RackSavers.

      The GPU-based raytracer was described in the "Graphics Hardware" talks on Friday. The authors were Tim Purcell and Ian Buck from Stanford.

      I do agree with you that we're at the "baby step" stage. These are very small things - very specific to show something special.

      But it's been shown that a GPU can compute a general Renderman shader, though it may take hundreds of passes. The advent of the vertex and pixel processors make the gap a lot smaller than most people think. And it's getting smaller every day.

  77. Things will change by weird+mehgny · · Score: 2

    I don't think polygon graphics in games have more than 10-15 years left. At that time, we'll move on to advanced voxel-based technology. Voxels have a couple of important advantages, such as that things don't get angular edges at all, and also and most importantly, that game physics can get a lot more authentic. Still, voxels require lots of CPU and RAM power, so they won't come yet.

    ---

    1. Re:Things will change by Ziviyr · · Score: 1

      Voxels have a couple of important advantages, such as that things don't get angular edges at all

      I've always visualized a voxel as a cube.
      Maybe you mean that wacky nurb stuff?

      --

      Someone set us up the bomb, so shine we are!
    2. Re:Things will change by weird+mehgny · · Score: 1

      No, voxels. Except they'd have to be so small & many that there'd always be at least one voxel per pixel on the screen. And that's also why you'd need high CPU and RAM power.

      ---

  78. parallel configurations by archiDORK · · Score: 1

    As an Architect, creating model walk-throughs and sun-studies are part of my daily routine. The difficulty of architectural modeling is the extremely high polygon counts. What interests me about these new cards besides the greater accuracy is their ability to function in "parallel configurations using as many as 256 chips". Precisely how much gain one would get is beyond my depth of knowledge, but it would seem that this would allow my render farm to render DVD quality without breaking a sweat.

  79. Research done by Professor Hart by tyrione · · Score: 1

    I have to give kudos to John Hart. He and a fellow graphics associate, Pat Flynn, taught practically the only interesting CS Courseware at Washington State University and that department is suffering infinitely so for not listening to the needs of leading edge researchers.

    Way to go John!

    Just a former undergraduate student who left to no fault of your own to go work at NeXT then later Apple, saying congrats.

    Marc J. Driftmeyer

  80. Irony by LinuxParanoid · · Score: 2

    The irony is that if graphics cards take the place of 'beowulf clusters' for Renderman rendering farms, this whole scenario is a net minus for Linux.

    So be careful what you root for. ;-)

    --LP, who imagines the truth is somewhere in between

  81. Re:Movie-class CG? Yeah, right by furiousgeorge · · Score: 2

    >>First off, movies are raytraced and even on
    >>their machine clusters take on the order of
    >>minutes per frame to render.

    Wrong and wrong. Most movies are NOT raytraced. Most movies and movie effects are rendered with PRMan (probalby >90%) and PRMan most certainly does not raytrace.

    'minutes per frame'. The guys running the renderfarms WISHED. ToyStoryII had frames up to 80 HOURS per frame. The only people doing minutes per frame are doing low quality, low res stuff for weekly TV.

  82. Re:Movie-class CG? Yeah, right by furiousgeorge · · Score: 2

    >>It looks realistic where as all the Pixar stuff looks like a cartoon.

    And? Thats an artistic decision by Pixar. The same software that renders the 'cartoons' like ToyStory and Monsters Inc is also doing the goblins in Lord of the Rings, the dragons in Reign of Fire, Jurassic Park I/II/III, Perl Harbor, Men in Black, etc etc etc. And probably every other effects movie you've seen in the last 15 years. I can go on all day. Pixar is deliberately going for a non-realistic look.

  83. HDTV on consoles? by yerricde · · Score: 1

    Yeah, but if they supersampled it, there would be a lot less jaggies.

    Granted. However, some Nintendo 64 games did supersample their video, and the GameCube has a comb filter that kills most of the jaggies.

    And I seriously doubt your claim that the next generation consoles will not support HDTV.

    Did I claim that? I claimed that there would be no HDTV-ready consoles in the "immediate future" (i.e. the next two or three years). I claimed not that the PS3, YBox, and whatever Nintendo comes out with next would not support HDTV but rather that those consoles would not come out within the next year or two. Heck, the Cube hasn't even been out for a year.

    Besides, doesn't a U.S. HDTV encoder cost a lot of money for 1. royalties on all the patents involved, and 2. lack of economies of scale?

    --
    Will I retire or break 10K?
    1. Re:HDTV on consoles? by martyn+s · · Score: 1

      An HDTV decoder costs a lot of money, yes, but you don't need one for game consoles. The decoder is for decoding TV signals, but the console is directly generating the video signal...no need for decoding.

      Gamecube and Xbox both have still too many jaggies for my taste. Ironically, a lot of games for N64 and Dreamcast actually had less jaggies than GC and Xbox. I don't really know what a comb filter is, but I can tell you that if GC has one, it isn't effective.

    2. Re:HDTV on consoles? by MrCaseyB · · Score: 1

      Xbox has support for 480p, 720p and 1080i resolutions. These signals are sent via the component video cables and the optiona l 15pin RGB connector. Good luck finding games that support the higher resolutions though. I heard that DOA3 Halo and Madden supported them. Indeed DOA3 does not have any visible scanlines but the characters are still jaggy and stairstepping. Im not an expert but antialiasing problems do not go away when you run one of these HD games.

      In my experience, the very best looking games are Halo and Rally Sport Challenge.
      Gear:

      Pioneer Elite 520hd 53'' Reference Projection HDTV
      Pionneer Elite DV 47a Pregressive scan DVD
      Xbox with HD pack using Audioquest component video
      Rotel RMB 1075 5 channel THX Amp
      Rotel RSP 1066 Processor
      B&W CDM 7nt front and CDM 1nt rears/center
      Rega Jupiter CD player

    3. Re:HDTV on consoles? by martyn+s · · Score: 1

      That's because the Xbox doesn't have a high enough fillrate to do HD resolutions without a major hit. All the games for Xbox support 480p, but DOA3 and Halo don't offer higher resolutions, 480p isn't really HD resolution....

      Jaggies *do* away (at least they're too small to see) with higher resolutions. Halo and Rallisport challenge DO NOT have higher resolutions. Ever play a PC game at 1600x1200 resolutions? You can barely see jaggies, you hardly even need anti-aliasing. By DEFINITION higher resolutions have smaller jaggies.

  84. Doing things right. by Anonymous Coward · · Score: 0
    All this is because doing things really right, with full raytracing and global illumination, is too expensive even for production off-line rendering.

    Ray tracing isn't necessarily "doing things right" -- it has a lot of trouble with small details.

    Of course, so do Z-buffers, and even A-buffers. But rasterization-based methods CAN be adapted to handle sub-pixel-sized details accurately, without having to supersample each pixel hundreds of times. Raytracers can't.

  85. no you are by johnjones · · Score: 2

    so if google says its so then it must be true

    I am a dyslexic
    but since I cant spell I put how I would phonetically spell dyslexic and that would be deltic sorry if you might have to think for that one

    yes he was talking about script and so on but the story wasnt about that, it was about rendering power and pixar saying that all the UltraSPARCs they have not being overturned by a graphics card

    on top of this its never wise to say never

    its like saying that monkeys will never reproduce the works of shakespeare (-;

    regards

    john jones

  86. Re:Movie-class CG? Yeah, right by Anonymous Coward · · Score: 0

    That's like saying "yeah, we're using our state of the art renderfarm, to render what looks like a hand drawn flipbook made by an 8 year old." What good is it to have all that hardware if you're not going to actually take advantage of it by making it more realistic?!

  87. Re:Movie-class CG? Yeah, right by martyn+s · · Score: 1

    Umm, sorry, but 80 hours per frame is a RIDICULOUS figure.

    Ok, you said "up to" 80 hours. So let's assume on average 24 hours per frame, which is much lower than you stated, but lets assume that anyway. Let's also assume they're rendering at 30 fps (they render at higher frames per second than the film itself) which is probably lower than the truth. 60 seconds per minute. 90 minutes in the film (also a conservative estimate).

    (30fps) * (60s/min) * (90min) = 162,000 frames rendered to make the film.

    (162,000frames) * (24 hours/frame) = 3,888,000 hours.

    (3,888,000 hours) * (1 day/24hours) * (1 year/365 days) = 443 years, 305 days.

    AND that's using the amount 24 hours per frame. You said it was 80 hours per frame. If it were 80 hours per frame, that would be

    1,479 years, 165 days.

    Now, lets say they want to render it in a year. (which is probably longer than they take to render it, since a lot of the time they spend doing the work before the rendering).

    Ok, so

    (162,000frames)/(365days) = (443.836 frames/day)

    (443.836 frames/day) * (1 day/24hours) = (18.49frames/hour)

    (18.49frames/hour) * (1 hour/60 minutes) =(0.30822 frames/minute) = (3.244minutes/frame)

    So it seems, according to these figures, that a frame should take about 3 minutes 15 seconds, give or take, depending how you alter my assumptions. But 80 HOURS per frame is so absurd!

    P.S. Everything else you said makes sense, it's true, most animated movies are not made through ray-tracing (an exception is Ice Age).

  88. Pixar on a desktop? Bah! Accelerate Photoshop. by podperson · · Score: 1

    I think an interesting and uncommented upon facet of all this mindblowing technology is how poorly utilised it all is. E.g. Photoshop, After Effects, and Flash do not have any acceleration support for GPUs. The GPU can do gaussian blurs in realtime, but if I want a gaussian-blurred layer in Photoshop I can't even do it non-destructively. Mac OS X 1.2's most intriguing feature is Quartz Extreme -- the integration of GPUs into the OS graphics core. Now moving around your anti-aliased, drop-shadowed, translucent window doesn't hit the CPU. We even get technology demos showing After Effects style compositing tasks being performed in real time, but where's the REAL After Effects (or Combustion, or whatever) in all this? It also begs the question, when will all this processing power be made accessible in a standardised platform-neutral AND (to the extent it's practical) application-neutral way? It seems like we're very close to having a massively parallel co-processor that could be doing video and audio compression as well as rendering Lara Croft's bosom (now one poly per pixel).

  89. Real-time ray-tracing by lnxpilot · · Score: 2, Informative

    Well, it's getting real close.
    This 3D package has it:
    http://www.equinox3d.com

    The first two scenes on he following page run around 4-30 frames per second, fully ray-traced (multiple reflections, refractions etc.) at low resolutions (~160x120) on an Athlon 2000XP.

    http://www.equinox3d.com/News.html

    The renderer will be released in a couple of weeks.
    The program runs on Linux and it's free (shareware).

    The author.

  90. Re:When will we have alpha channel effects in linu by HanzoSan · · Score: 2

    how about a few hundred thousand?

    --
    If you use Linux, please help development of Autopac
  91. Re:Movie-class CG? Yeah, right by furiousgeorge · · Score: 2

    >>So it seems, according to these figures, that a >>frame should take about 3 minutes 15 seconds,
    >>give or take, depending how you alter my
    >>assumptions. But 80 HOURS per frame is so absurd!

    Life is absurd :)

    I didn't say 80 hours for ALL frames, but they did peak at 80 hours on some frames. Get the ToyStoryII DVD and listen to the directors commentary track. They state it quite clearly.

  92. Re:Movie-class CG? Yeah, right by furiousgeorge · · Score: 2

    >>What good is it to have all that hardware if
    >>you're not going to actually take advantage of >>it by making it more realistic?!

    Why? Whats the point in trying to produce an exact copy of reality? If thats what they wanted they could just go out and shoot some REAL plates with a real camera and it would be cheaper and faster than all this CGI nonsense....

    I guess you think Monet and Van Gough were terrible painters because they weren't 'realistic'?

  93. Re:John, shut up by Animats · · Score: 2

    See my web site for what I've done. CGI houses have purchased that product.

  94. Re:Movie-class CG? Yeah, right by martyn+s · · Score: 1

    Whether they state it or not, what you said is misleading. You were disagreeing with the idea that a frame takes only minutes to render. And if there were any frames that took 80 hours, then there must've been many frames that were *less* than 3 minutes, on average.

  95. Moderators on crack? by orange7 · · Score: 1

    Score 1 "Offtopic"? WTF?

    Or, are these people too thick to get sarcasm?

    A.

  96. DirectX is NOT just Direct3D by Anonymous Coward · · Score: 0

    DirectX is MUCH more.
    Sound, input, network, and so on ... The real power of DirectX is that it is REALLY "easy" to implement a soft based on DirectX.

    What we need is more than a open graphic library (openGL). We need audio, inputs, network, video, etc ...
    (I'm not a woard, I just forgot my PWD :))

  97. Ups, more =D by dmouritsendk · · Score: 1

    Also, you seemed to miss the point of my comment.

    I just wanted to comment that realtime graphics will be behind prerender graphics as long as there is a polygon limits/shaderlimits etc etc. You can do ANYTHING in prerenders, you cant with RT graphics. Not for a looong time.

    Maybe the next radion will be able to render ONE pretty looking eye as the one we are seeing in the artice, but could it render saaay 1000 of them in realtime? No.. i dont think so..

    Large scenes will always chough in RT, and i would personally Loooooove to se the gfx chip which would render a scene with loads of visible light, polygons gallore and other effects. Say, a photorealistic soccer stadium for example.

    This is doable in with 3d rendering software, but NOT in realtime.

  98. Re:Movie-class CG? Yeah, right by some+guy+I+know · · Score: 1

    What you wrote is misleading as well.
    Pixar has a rendering farm of over 1000 machines, IIRC.
    So the average time/frame can be much higher than 3 minutes, and my guess is that it probably was.
    Using your earlier calculations with a 1000-machine rendering farm, the average time/frame could be up to 50 hours.

    --
    Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
  99. Re:Movie-class CG? Yeah, right by martyn+s · · Score: 1

    If they have a 1000 machine rendering farm and each machine takes 3000 minutes to render a frame, then it takes 3 minutes to render each frame. Why don't you just tell me that each machine is equivalent to a million abacuses, and it really takes 50,000,000 hours to render a frame...